Design: Resources

loki1232 said:
I think that they shouldn't be able to control the sphere of their enemies. (pre-assigned civ enemies i mena)

Oh I see, so the Lanun wouldn't be able to harvest Fire mana, the Bannor wouldn't be able to do Chaos, the Calabim wouldn't be able to do Spirit?

That could be interesting. Would they be able to get the mana through trades?
 
Kael said:
Oh I see, so the Lanun wouldn't be able to harvest Fire mana, the Bannor wouldn't be able to do Chaos, the Calabim wouldn't be able to do Spirit?

That could be interesting. Would they be able to get the mana through trades?

yeah, but they couldn't get it in trade with their worst enemies.
 
loki1232 said:
yeah, but they couldn't get it in trade with their worst enemies.

True true, the negative modifier should make that very unlikely.
 
Kael said:
True true, the negative modifier should make that very unlikely.

I know, but just being certain. Also, for diplomacy i think that under no circumstanses should ai civs trade a magic node if it is their only one of that type.
 
loki1232 said:
I know, but just being certain. Also, for diplomacy i think that under no circumstanses should ai civs trade a magic node if it is their only one of that type.

We will turn up the ai weights on mana, the computer will be very hesitant to trade it at all. We talk a lot about trading mana but realistically if you want more mana resources, your probably gonna have to take them.
 
Kael said:
We will turn up the ai weights on mana, the computer will be very hesitant to trade it at all. We talk a lot about trading mana but realistically if you want more mana resources, your probably gonna have to take them.

Okay. I also think that if you are very good friends with an ai you should be able to switch used mana nodes.
 
How about hiding some more of the Ressources at the games beginning. For example there is no use of Dyes and Reagents for the stoneagelike Civilizations, so why not hide them until suitable technologies are developed.

Same for whales, they should become visible with the same tech that allows caravels.


About trading mana nodes... might be a good idea to trade them if you are more in for melee or other classical units and have no mithril or iron...
 
Chalid said:
How about hiding some more of the Ressources at the games beginning. For example there is no use of Dyes and Reagents for the stoneagelike Civilizations, so why not hide them until suitable technologies are developed.

Same for whales, they should become visible with the same tech that allows caravels.


About trading mana nodes... might be a good idea to trade them if you are more in for melee or other classical units and have no mithril or iron...

We will definitly allow trading of mana. I agree that some of the resources need to be hidden alittle longer.
 
loki1232 said:
I have an idea for a new resource, pottery. Found on deserts and plains, it gives +2 sheilds and +1 food with a workshop built on it. Markets give +1 trade route with pottery.

I'd just like to repost this in case you missed it because i think that something of this sort would be nice.
 
Now that we have mana nodes im thinking about removing reagents (at least as a requirement for spellcasters). What do you guys think?
 
I'm all for removing reagents as a crucial element of any spellcasting civilization. But I still think it should give some arcane benefits to having reagents, perhaps a slightly greater chance for casters to gain xp?
 
You might want to remove the Reagents from mages but probably leave them on archmages? Those are some of the most powerfull units in the game so i would prefer if there was some resource requirement on them. Maybe even add a requirement to summoners, too.

Reagents migth be good for Summoners, for Archmages im not sure, probably something mundane as crystals (to focus their spells ore something like that).
 
Chalid said:
You might want to remove the Reagents from mages but probably leave them on archmages? Those are some of the most powerfull units in the game so i would prefer if there was some resource requirement on them. Maybe even add a requirement to summoners, too.

Reagents migth be good for Summoners, for Archmages im not sure, probably something mundane as crystals (to focus their spells ore something like that).

I made this change in 110d, so you should be able to play with it in the version you have.
 
Hmm at the moment Mana becomes available with "Never". Thats quite unluck as i built my second city on a mana resource (without knowing) and can not use it now.
I feel having access to raw mana (the only way is by a city) should give +2 XP for magicusers, and it should become available with the other Mana resources. So that the unlucky get at least something out of it.
 
Chalid said:
Hmm at the moment Mana becomes available with "Never". Thats quite unluck as i built my second city on a mana resource (without knowing) and can not use it now.
I feel having access to raw mana (the only way is by a city) should give +2 XP for magicusers, and it should become available with the other Mana resources. So that the unlucky get at least something out of it.

Yeah that is unlucky. I think that the AI might misue it though.
 
It cannot misuse it as it cannot build improvements that use it as Mana ;) You would only get acess if you build a city on top of a mana resource. The code prohibits anything else :) So no danger there..
 
Just wanted to point once more at the mana under a city, but have a second point to make, too.

With a lots of manas our city screens get quite unnice. You have to scroll, but cannot as other resource icons are overlayed and so. We should create some sort of resource stacker for manas that makes either two or three colums for mana. or places them somewhere else. Any ideas where to place them best?
 
Chalid said:
Hmm right now bot Tier 4 Casters have Reagents. Can we diversify so that one needs Reagents and the other something else?

I have again a Map without Reagents...

We really need to find a way to force a minimum quantity of a resource onto a map. I dont like the current system. We need at least 3 reagents, incense and mithril on every map. Or else a wonder that produces them.
 
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