[Idea] Bronze resource

I dont think it is actually necessary to have an iron ore and iron ingot ressource in the game, since they are basically Iron-ressource (as it is now) and dont have any other use...
I would take number 2, but rename the Iron-Mine Building in Iron smelter.
Or, if you want to add "rare" metals like Lithium (for Fusion-Bombs) take 4 or 5.
 
I like number 3 most because it avoids having both an improvement and a building named mine but instead has this nice chain:
Iron Resource -> Mine improvement (provides iron ore) -> Iron Smelter (provides iron ingots) -> Iron Smith (uses the ingots to make stuff)

Yeah I should have specified that the 1st part ment an improvement on a resouce to trigger city vicinity building.

I dont think it is actually necessary to have an iron ore and iron ingot ressource in the game, since they are basically Iron-ressource (as it is now) and dont have any other use...
I would take number 2, but rename the Iron-Mine Building in Iron smelter.
Or, if you want to add "rare" metals like Lithium (for Fusion-Bombs) take 4 or 5.

Well I think any way I slice it we end up with the "smiths" making specific products. Right now they just make "Bullion" which currently goes to the Jewelry Shop. If tweaked I would probably taken out "Bullion" and replace it with "Goldware", Silverware", "Copperware" etc.

Then again I could always move the ingot to the "smith". Gah! So many choices!
 
I like 3 too. But am not really sure what the difference is between an Iron Smith Building (aka Blacksmith/Armorer?) and a Forge. I guess you could require a Forge to build the Smith, but you would find Forge at any smithy. I would presume that in vanilla the Smith/Forge is all presumed in the same building
 
SO the chain will be

Iron resource -> iron ore -> iron ingots -> iron armour/swords/axes/tools

Sounds good too me :)
 
SO the chain will be

Iron resource -> iron ore -> iron ingots -> iron armour/swords/axes/tools

Sounds good too me :)

Remove the ingots part, that seems a tad overcomplicated. Once you have the ore you can turn it into weapons/armor or transport it normally, so I don't see a point of adding another intermediate resource to the chain, it all adds up in the end-turns (and the micro).
 
I can't see why the Iron Resource wouldn't BE the Iron Ore (the raw form), that then gets converted in a smelter or whatever processing method the ancients used to melt it out of the ore, creating the Ingots, or simply the Iron Resource as it is defined now, which then gets used by the forge or foundry or whatever to create the equipments. Possibly a shop would be required to 'sell them' - so that's the 'provider' layer for many equipments.
 
Copied from other thread.

Solution can be:
(iron example)


1 Autobuild Iron mine (building) when iron resource is in city vicinity
2 Iron workshop and others in the chain requarie Iron mine building

In that solution we will have building chains avaiable only on some cities (depending of cityy vicinity resources)

SO we have

Iron mine -> iron workshop -> iron smith (produces iron equipment)

And upgrade chain (building replace each other) for iron workshop can be

iron workshop >> iron forge >> iron foundry >> iron smelter

With that solution only cities that have access to resources will be places of great production
:hammers: - this will make this cities even more strategic and specialized.

In reality it work that way every country have cities that are/was industry centres
 
I don't see why we'd need to build a mine in the city when the mine is already built outside the city as a plot improvement. Seems needlessly redundant.
 
I don't see why we'd need to build a mine in the city when the mine is already built outside the city as a plot improvement. Seems needlessly redundant.

Its because there are more types of mines than there are types of resources. It would not be fair to allow you a Mercury Mine building but you could not build an Iron Mine building just because you have an improvement on the Iron resource. Which can be something other than a mine such as a Fort and still trigger the resource.
 
I don't see why we'd need to build a mine in the city when the mine is already built outside the city as a plot improvement. Seems needlessly redundant.

Three reasons

1 we already have it
2 they give some bonuses (negative also) that cant be connected to plot (gold unhealthy)
3 will triger entire building chain that will be enable only in that city (city specialization)

They will autobuild so dont care about redundant.
 
When I think about the whole copper/bronze/iron/steel-weapon thing I wonder if a promotion (like the "bamboo armor") would be a handier concept. I would imagine the following example:

"Axeman" requires copper or bronze or iron
gets a free promotion "iron axes" if iron is available (+20% strength),
else get a free promotion "bronze axes" if bronze is available (+10% strength)
else get a free promotion "copper axes" (+5% strength)

a question is:
what happens if I got a bunch of axemen with bronze axes but got access to iron now?
is it possible to replace promotions then?
 
is it possible to replace promotions then?

With new Combat Mod it is possible :)
 
When I think about the whole copper/bronze/iron/steel-weapon thing I wonder if a promotion (like the "bamboo armor") would be a handier concept. I would imagine the following example:

"Axeman" requires copper or bronze or iron
gets a free promotion "iron axes" if iron is available (+20% strength),
else get a free promotion "bronze axes" if bronze is available (+10% strength)
else get a free promotion "copper axes" (+5% strength)

a question is:
what happens if I got a bunch of axemen with bronze axes but got access to iron now?
is it possible to replace promotions then?

This is what the Equipment part of the Combat Mod was about, but that still is a while off from implementation. It is possible now though.
 
@DH

Fine but someone must to implement it ;)
 
@DH

Fine but someone must to implement it ;)

We already have it! We are already doing it in most cases. "Iron ore" is the resource which when mined allows the "smelter" in cities which have "iron ore" in the vicinity. providing "iron ingots". A number of early buildings can then require just the smelter where as later buildings can require iron ingots and (harbour or trading post) to build them. Sorry I a doing this in a hurry so I may not be a clear as I intend.

EG "Iron tool maker" requires "Iron Smelter" or (Iron Ingots and (Harbour or Trading Post) )
 
Bronze tools/weapons building should require (Copper Smelter and Tin Smelter) or (Trading Post and Copper Ingots and Tin Ingots). No need to include the other options Copper Smelter and Trading Post and Tin Ingots as the Copper Smelter means you have copper ingots etc.

In the bronze age the ingots were "hides", ie shaped like a cow hide; that required 4 men to lift. We know they were traded from shipwrecks of the era. Egypt took many hides as tribute. BTW they also took glass ingots (thick discs) as tribute also.
 
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