Originally posted by RobO
Interesting. You could also make Offshore Platform dependent on Oil within city radius and increase the effect (and possibly cost).
would be interresting but, only small wonders can be dependent on resources within city limits.
Connor, et al.,
Think of the mining tech as allowing shallow surface mines. The ancients obviously were able to extract minerals from the earth but deep mining didnot occur until much later in during the early middle ages. I wish there was a way to illustrate how mining has gone so much further since that time, but alas. I didn't think people would aprreciate not being able to mine until the industrial age or even the modern age.
You are still able to gain the bonuses from the resources and that represents access to those layers closer to the surface.
ChaoticWanderer,
The only way to increase the work rate of a unit is to play as an industrial civ (their workers work at a faster rate) change to a better government that allows for a faster worker rate, or discover the one tech that doubles work rate (only one tech can have this effect, and I can't remember which one it is)
Serfs, Workers, Laborers and Engineers all do the same jobs, if they didn't the AI wouldn't be able to handle them. The only difference is in the movement rates, and since the serf is only buildable by the industrial civs he gets the industrial civ bonus.
This AI limitation is why in DyP you do not see Legioniares with the build road ability or any other combat unit with worker abilities. Only the Human player would know how to use them and the AI already has enough problems.
On Mining,
Only the industrial civs start with mining. All other civs have to learn it. As has been discussed mining only allows you to see some of the minerals but in order to actually build mines you need to discover Engineering.
On Requiring Copper for Early Units,
Seems logical, right? But think about it, if copper were required for early units most people would be screwed from the start. We could add a bronze spearman that had a higher defense than the regular spearman, but I don't know that it is worth it.
Olives and other Resources:
The mod already has Olives. Olive Oil. AS for other resources I am looking inito adding additional resources but there are concerns on how the program will handle additional resources on a random map. Prior to 1.29 we were running into some problems with the occasional missing resource. Chocalate is on the list of possible resources along with Cotton, Dyes, Tea, Camels, Fowl, Tropical Fruit and a few others. I also do not want to add any more Luxury resources until I have confirmation that only 8 will affect happiness at one time. Otherwise we run into the overly happy cities problem again.