Fair enough.
So is it possible to create different qualities to resources?
Let us take the lowly axeman.
He needs copper (bronze). This makes sense. But if one had iron, the axes would be superior, less breakable, and thefore perhaps the axeman would have more stamina than his counterpart the copper wielding axeman. And what of steel? I notice that there is no steel in FfH. Which, truly is just a strengthen iron, but still, could not this lovly phase of existance be noted? Or are we already noting it and not truly considernig iron to be seperate?
Finally, Mithril, a lovly material, but surly mithralian units should be lighter and more mobile than their iron counterparts?
Finally, i think it'd be neat (very late game) to introduce Adamantium. Perhaps ONLY workable by magic forges or other forces. Adamantium, once accessed would be the next veritable Iron.
Now, the only issue I have, is that our lowly axeman requires but one of these metals to exist, but the axeman with the best metal is no different from that of the worst. Is it possible to code a difference? Since everything deals with "very large scale" design, i understand that micro differences wont show up. The units themselves must represent the advance.
We dont want to alter % wise the strengths of units (in one type) for the variances for their resource choice, but perhaps we could do something simpler.
It IS programable to increase production speeds with resources. Why not simply increase the speeds of units according to the resource available?
Let us pretend (becuase i dont know the specifics) that an axeman takes 1000 hammers to build. Thats a nice round number.
Having copper is a must. So having copper would allow the builidng of a 1000 costing Axeman. Perhaps having better quality materials allows for the more rapid production of these units? Iron would make it 10% cheaper to build. Really this represents not the easy of the metalurgy, but the "less" people you have to equip to reach the same str level.
Mithril should do this for faster units (as its supposed to be a very light weight material). Any cavalry or recon units that require iron/copper would benefit from mithril (10%) faster production. Adamantium would provide the same benefit for Iron units.
In this T2-4 melee/heavy cavlary units would benefit from copper then iron then adamantium (not mithril persay)
T2-4 Archery/Light Cavalry/recon units would benefit from copper then iron then mithril.
Any unit that required X material, would receieve production bonuses from the next level of material. Iron requring units would be built 10% faster with mithril or adamantium (depending on the line). Again, this doesnt represent speed of production, but instead the superiority of contruction, meaning you need less "troops" to equal the same "Strength".
This sound cool?
-Qes