1. Dynamic resources: I agree with @BuchiTaton here. One level of transformation is all that is needed. Any further and I think we start teetering on it no longer being Civ.
2. Manpower: I think the current population framework is a good abstraction for this. We need specialist to play the biggest role in yield gains from districts. The district building should not add flat yields to the district but instead provide the specialist yield bonuses as well as providing unique capabilities to the city (power for other city, trade routes, special projects, manufactured goods). Having all units cost population will significantly raise the usefulness of Food (with or with a migration system in place) making population more important. We could individualize the population tagging them with class, religion, ethnicity, etc. If doing that plays into some kind of internal government mechanics. In it's simplest form you could have a parliament or cabinet that provides quest like City states do. Each city could offer a quest and ignoring or completing them could affect loyalty and happiness for that city. The quest would be determined by the population in that city
4. Renewable, moveable Resources: Very cool ideas, I haven't given this much thought but my first impression is. I just don't see this being balanced, I think it will always being the right play to renew resources if it's available early in the game. If it's later in the game, I am unsure if it would matter. Also, I feel the AI will never be good at this making the AI feel incompetent.
5. depleting resources. Another cool idea, based on civ general structure a lot of things standout to me as implementation issues. How/when is the map seeded with these items, how many deposits are we seeding into the map, Are we going to be restructuring our city every time we find a resource.
The biggest win for having depleting resources to me is creating instability in acquiring resources. This could help force nations to actually trade with each another.
With a bit of abstraction I think we can get most of what we want here.
1. in uncontrolled lands, only scouts can see resources.
2. You must be working the tile to actual receive the resource.
3. Resources are revealed on the map from multiple technology, Example some iron deposit show up after researching Bronze working. Then more deposit will reveal themselves once Deep Mining as been researched.
4. We could have different sized deposit. Small deposit could be something you 'harvest' from a hex, while large deposit require an improvement to be built on them.
5. Using the natural disaster system we can have events that would stop resources accumulation. A mining accident, could stop an iron mine from generate iron for 10 turns.
6. Spies can disrupt resource accumulation.951
2. Manpower: I think the current population framework is a good abstraction for this. We need specialist to play the biggest role in yield gains from districts. The district building should not add flat yields to the district but instead provide the specialist yield bonuses as well as providing unique capabilities to the city (power for other city, trade routes, special projects, manufactured goods). Having all units cost population will significantly raise the usefulness of Food (with or with a migration system in place) making population more important. We could individualize the population tagging them with class, religion, ethnicity, etc. If doing that plays into some kind of internal government mechanics. In it's simplest form you could have a parliament or cabinet that provides quest like City states do. Each city could offer a quest and ignoring or completing them could affect loyalty and happiness for that city. The quest would be determined by the population in that city
4. Renewable, moveable Resources: Very cool ideas, I haven't given this much thought but my first impression is. I just don't see this being balanced, I think it will always being the right play to renew resources if it's available early in the game. If it's later in the game, I am unsure if it would matter. Also, I feel the AI will never be good at this making the AI feel incompetent.
5. depleting resources. Another cool idea, based on civ general structure a lot of things standout to me as implementation issues. How/when is the map seeded with these items, how many deposits are we seeding into the map, Are we going to be restructuring our city every time we find a resource.
The biggest win for having depleting resources to me is creating instability in acquiring resources. This could help force nations to actually trade with each another.
With a bit of abstraction I think we can get most of what we want here.
1. in uncontrolled lands, only scouts can see resources.
2. You must be working the tile to actual receive the resource.
3. Resources are revealed on the map from multiple technology, Example some iron deposit show up after researching Bronze working. Then more deposit will reveal themselves once Deep Mining as been researched.
4. We could have different sized deposit. Small deposit could be something you 'harvest' from a hex, while large deposit require an improvement to be built on them.
5. Using the natural disaster system we can have events that would stop resources accumulation. A mining accident, could stop an iron mine from generate iron for 10 turns.
6. Spies can disrupt resource accumulation.951