Gold!

ArcAngel

Chieftain
Joined
Dec 14, 2005
Messages
2
Location
here
Im not sure that I have ever seen this paticular commodity represented well. All it does in this game (same as in any other) is add more gold. If there is any commodity that a civ would want to trade for it should be gold (esoecially after currency). So Im wondering if there is a value in the XML files that ranks resources/commodities, that would make the AI want to trade or conquer to get gold. This would just aout constitute the early demand for all things gold in the early era...more may yet come to me though.

In America in the mid-to late 1800s there was a massive gold rush. So I figure that in order to model this era, we could then start introducing gold in larger amounts (ie. there are more spots on the land where gold is found), In addition to making it an exhaustive resource (ie. it will run out). Like getting dicovering currency should be the basis for the early era gold trade, another tech or even a civic could spark the gold rush era (perhaps the railrod tech).

Now the affects of gold in this era should be a bit more than just AI demand (although this will still be quite high), it should be that when a city discovers a gold resource near it the gold resource then does more than just add more gold, it would add a pop boom, not by means of more food on that tile, but by means of adding 1 citezen for every turn that that gold tile is in existence (which would be random, but not indefinite). The effects of which should add increased commerce (more money), but more corruption and lawnesness (increased unhappiness). And after the gold rush is finished in that city (the tile runs out) the city would then decrease in size, how much should be random (in America many towns would be completly abandoned after the gold mine dried up, albeit they were probably towns built just for the purpose of mining gold).

well thats all I think up at the moment.
 
Back
Top Bottom