This is the development for the "Limited Resource Effects" feature. The branch name is "resources", see here on how to access it and how this thread is supposed to work.
So far, this branch includes the following changes:
- resources only provide direct health/happiness to a limited number of cities
- the number of affected cities depends on the resource, e.g. grain affects only one city per resource, seafood two, livestock and other health resources three, most happiness resources three as well, resources from wonders affect up to ten cities (numbers still subject to change)
- in consequence, it is desirable for large empires to acquire multiple instances of one resource
- if insufficient resources exist in the empire to supply all cities, cities with higher culture get precedence
- other effects from resources (including happiness/heath from buildings) still affect all cities even with only one instance
Things that still need to be done:
- show available resource effects compared to a city's culture rank in the city screen and domestic advisor
- add a civilopedia entry explaining the new rules
- remove changes previously made to the resource trade AI (valuing resources differently by empire size)
- make the AI aware of the new rules when valuing resources including trade (i.e. evaluating how many resources are needed etc.)
Try and discuss here, I will keep you updated on further changes.
So far, this branch includes the following changes:
- resources only provide direct health/happiness to a limited number of cities
- the number of affected cities depends on the resource, e.g. grain affects only one city per resource, seafood two, livestock and other health resources three, most happiness resources three as well, resources from wonders affect up to ten cities (numbers still subject to change)
- in consequence, it is desirable for large empires to acquire multiple instances of one resource
- if insufficient resources exist in the empire to supply all cities, cities with higher culture get precedence
- other effects from resources (including happiness/heath from buildings) still affect all cities even with only one instance
Things that still need to be done:
- show available resource effects compared to a city's culture rank in the city screen and domestic advisor
- add a civilopedia entry explaining the new rules
- remove changes previously made to the resource trade AI (valuing resources differently by empire size)
- make the AI aware of the new rules when valuing resources including trade (i.e. evaluating how many resources are needed etc.)
Try and discuss here, I will keep you updated on further changes.