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Giving bonus resources a role in trade routes?

Joined
Jul 21, 2003
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Location
Adelaide, South Australia
Just spit-balling again, but I had a thought that bonus resources should play a part in the trade route mechanic (as luxuries & strategic resources currently do) both in the value of the trade route, as well as possible additional benefits from said trade (whether domestic or foreign).

For example, I think that the base food or production generated by a domestic trade route should be boosted by the number of quality of bonus resources the trading city has. So, for example, say Berlin (with Stone, Marble & cows within its city radius) decides to do a domestic (production) trade route to Hamburg. The presence of the Stone, Marble & possibly even the Cows should provide a production boost to that trade route). Similarly, a domestic (food) route could be boosted by a bonus resource like sheep, cows or wheat (on a separate note, I'd also like to see more crop-based bonus resources, just for visual variety than anything else).

Similarly, though, it would be nice to see foreign trade routes give bonus yields to each party-other than gold & science-based on a similar formula to how gold is worked out, & including bonus resources in the mix.

On a separate, but related note, it would be nice to see more buildings that can take in resources (either local or trades) & convert them into either other resources-or yields for the city the building resides in. As a possible example, taking in dyes & cotton &/or silk to produce culture for the city (or a fine clothing luxury). The more copies of the resource you have, the greater the benefit.

Anyway, I'd be interested to hear people's thoughts on this.

Aussie.
 
CEP's resource-using buildings will be in the community patch, so there's that.

Making bonus resources affect trade routes is a good idea (it'd make most sense for them to only affect domestic trade, as they aren't internationally traded anyways). I need to look at how the AI calculates luxury goods and, if it doesn't exist, I'd need to add a function to calculate that for bonus luxuries (hopefully it'll be as simple as copying and pasting the luxury one for bonus resources).
G
 
Simplest could be for it to work something like this, if this is indeed something to do. (and yes, if done, it should only work on internal routes).

Strategic resource or quarry adds +1 production (each, sum of strategic resources in each city)
Bonus food (fish/wheat/sheep/banana/cow etc), adds +1 food per tile
Luxury (-marble) adds +1 gold to route (reduced base gold).
 
Simplest could be for it to work something like this, if this is indeed something to do. (and yes, if done, it should only work on internal routes).

Strategic resource or quarry adds +1 production (each, sum of strategic resources in each city)
Bonus food (fish/wheat/sheep/banana/cow etc), adds +1 food per tile
Luxury (-marble) adds +1 gold to route (reduced base gold).

That may be the "correct balance", but is the wrong way to code it.

Add two tables TradeRoute_ResourceYields(ResourceType, YieldType, Yield) and TradeRoute_ImprovementYields(ImprovementType, YieldType, Yield) and code from those.

Edit: Upon reflection one table TradeRoute_ResourceImprovementYields(ResourceType, ImprovementType, YieldType, Yield) would be better, where ResourceType or
ImprovementType being NULL would mean "any". Yield either needs to be YieldTimes100 or take a decimal.

That way a modder (or mod-modder) can use whatever (if any) "balance" they require.
 
Are you tackling this (or planning on tackling this), whoward?
G

Wasn't planning to. Was just making sure that when it is it's generically coded and not hard-coded ;)
 
If you decide to, let me know. Either way I'll add to list (also, off topic, did you see Nutty's post regarding non-specific civs?).
G

Will do, but I'm currently in "Firaxis spaghetti hard-coding hell" - trying to unravel faith purchasing of GPs from specific policy branches.

Yes, saw Nutty's post - see above ;)

BTW you have two pull-requests for spy name fix and diplo modifier events
 
I saw the requests – haven't been at home computer to take care of them, but I will.

"Firaxis spaghetti hard-coding hell"

My favorite part of DLL work is the ubiquitous amount of comments left by the devs that, essentially, say 'this isn't very good code, but it works, so whatever.'
G
 
My personal favourite comment

Code:
//  PURPOSE: All Civ4 info classes and the base class for them

"We can't even be bother to change the comment"
 
Heh. I'm sure you saw the Picard facepalm ASCII, yes? That's my favorite.
G

That's art, not a comment :D

Now I WANT a new Great Artist - Firaxis Dev Team - Picard ASCII Facepalm
 
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