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Helping to fix trade: Global effects for special resources

Discussion in 'CivBE - Ideas and Suggestions' started by Ikael, Jun 5, 2015.

  1. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    One of the many things that needs a bit of rework in this game is how little trading resource happens, which in turn makes diplomatic negotiations a much more drier, irrelevant affair.

    That is the logical consequence of making every resource a strategic one: there's little incentive for trading resources rather than keep hoarding them, an effect encouraged as well by tie-ing different affinities to certain resources. As it is now, resource trading is a zero sum game. So how could we fix that?

    I think that a very good way for resolving this situation would be to make strategic resources confer a set of general, empire-wide bonuses, giving them utility beyond allowing you to make more buildings or units. This way, trading resources would be a proposition that would make both trading partners richer, rather than merely "swap buildings / units".

    These are the effects that I would suggest for having access to each different strategic resource:

    - Firaxite: +15% science in all your connected cities
    - Floatstone: +25% to culture and growth in all your connected cities
    - Xenomass: +4 global health and +1 health in all your connected cities
    - Petrol: +4 energy in capital and +30% energy in all your connected cities
    - Alluminium: +2 production in all your connected cities
    - Geothermal: +20% to wonder production in all your connected cities

    What do you think of this idea? Good? Bad? Perhaps it could improve with different resource effects?
     
  2. Lord Tirian

    Lord Tirian Erratic Poster

    Joined:
    Nov 30, 2007
    Messages:
    2,724
    Location:
    Liverpool, UK
    Interesting. In my opinion, the strategic resources are already valuable enough and don't really need feel like trading material, so I wouldn't add these effects to them.

    However, I do feel that the loss of luxury resources made trading (and gameplay) less interesting and I like the direction you went.

    If Civ:BE introduced a few new resources and added some similar effects to some of the current basic resources, it could be quite interesting. You could even mildly align them with an affinity, something like this:

    Harmony Resources:
    Fungus: +2 food in capital, +1 food in connected bases
    Resilin: +4 global health

    Supremacy Resources:
    Copper: +3 energy in capital, +1 energy in connected bases
    Silica: +1 orbital range

    Purity Resources:
    Coral: +10% worker speed
    Gold: +2 culture in capital, +1 culture in connected bases

    Then, if you have access both affinity-aligned resources for 30 turns without interruption, you gain a free affinity level in said affinity (only once per affinity).

    That way, you can replicate the dynamic of luxury resources but get interesting different gameplay effects.
     
  3. Ryika

    Ryika Lazy Wannabe Artista

    Joined:
    Aug 30, 2013
    Messages:
    9,395
    I think the way resources are used right now is already good as it is, they're just not used for much and that's really the problem. Especially the Basic Resources don't really have buildings that are worth getting (Fruits etc. don't even have any at all).

    Trading Strategic Resources for some serious bonuses is also really questionable if you ask me - the AI literally has no idea what to do with the resources and as a player you could probably get ahead quite a lot by abusing trade. And I honestly don't see why passive bonuses for just having a resource would be more interesting than trading resources to have enough of them to construct strong buildings.

    I'd rather have them add more buildings that need local Basic Resources so city placement becomes more important.. and just increase the strength of stuff that uses strategic resources.
     
  4. Galgus

    Galgus Emperor

    Joined:
    Aug 22, 2012
    Messages:
    1,695
    I kind of like the idea of tradable resources that aren't just health focused.

    If not that, generally making resources more powerful would be nice.

    This is my rough concept for resource trading bonuses:

    Silica +10% Science

    Gold (Somewhat rare resource) +10% Culture and +5% Energy

    Earth Crops - Produced by Terrascapes +5% Food and +5% Health

    Earth Livestock - Produced by Domes +5% Food and +5% Culture

    Implants - Produced by Optical Surgery +5% Science +5% Culture

    Augments - Produced by Augmentery +5% Science +5% Production

    Sentry Turrets - Produced by Defensive Perimeter +15% City Defense

    Soma - Produced by Soma Distillery +5% Health +5% Culture

    Designer Lifeforms - Produced by Gene Smelters when Designer Lifeforms is researched. +5% Food, +5% Science
     
  5. oldag07

    oldag07 Warlord

    Joined:
    Dec 4, 2014
    Messages:
    108
    It seems good. It would give a huge advantage to strategies that are wide and not tall. It could work with more tinkering.
     
  6. Galgus

    Galgus Emperor

    Joined:
    Aug 22, 2012
    Messages:
    1,695
    The only way I can think of to help tall play would be bonuses that only work at positive health, so they don't fall so behind in the expansion period where wide colonies tend to go into low health.
     

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