Ahriman
Tyrant
I get the general idea of what you're going for, I just think it would be incredibly difficult to balance, and I don't think your method (using AI trade values) is the right method for trying to balance it.We're drifting off into details again... Tomice gets the general idea of what I'm going for.
Fundamentally, its hard enough to balance strategic resource units vs non-strategic resource units. Its massively harder to do the three-way balance of strategic resource units vs non-strategic resource units vs strategic-resource buildings.
If I elect to use one of my horses for a building instead of a horseman then:
I gain a superior building and a normal unit, and I lose a superior unit and a normal building.
Supposing that the horseman is replaced by the archer, and the superior circus is replaced by a temple, for balance we would need:
V(horseman + temple) = V(archer + circus)
where V(.) is a valuation function of some kind.
That is a harder problem to solve than just balancing the strength of the horseman.
I'm fine with tying buildings into local resources, that doesn't bother me. Its a decent way of making different city sites more interesting, and helping terrain guide the city specialization.
But trying to insert military vs economy tradeoffs for strategic resources through the whole game is a big change that is very tough to balance, and I don't think its really needed.
I think you can achieve your basic design goal without it.
The current version feels fairly balanced, I don't see a problem with it.I've been trying to find a way to balance the Watermill for 4 months straight
Maybe I'm just a curmudgeon, but I really hated corporations in BTS. The implementation was incredibly confusing (the formula for maintenance costs was very non-transparent to the player).
Civ5 solved this problem in theory with strategic resources; now there is a value for your second and third iron resource, they let you build more stuff. The reward for multiple cows and wheat is the tile yield bonus, and the reward for multiple luxuries is the ability to trade them to other civs more luxuries you don't have.
I think individual RPS hard-counters is the wrong way to go in a 1upt system.Seems to me this whole dynamic is missing. Each strategic unit should have a non strategic counter to it.
The AI has a tough enough time already, if you introduce a hardcounter system (rather than a softcounter system) then you will just exacerbate the human's ability to outperform the AI, which I think is undesirable.