Nimek
Emperor
- Joined
- Jul 7, 2010
- Messages
- 1,207
1 Strategic buildings (providing access to the resources from trade route)
In every sim like game is normal that you have build first some building to have access to certain types of resources. It is obvious and realistic that you must have place to store and resell them.
I want to categorize resource to tpyes like: food, ores, building materials, military resources.
Now city that have access to trade route have all resources without any city infrastructure (unrealistic) so even i just founded/captured city you can build best available unit by simply buy it.
That should be changed to make over expansion harder and add new economic depth to the gameplay. City with access to the trade route will have access to the resources from trade route depending on buildings that this city have.
Resources producent locally and in city vicinity will stay as they are now (or not your decision ).
2 Manufactured resources provides bonuses (and almost only them)
WE have some kind of mess now that raw resources gives some bonuses and resources manufactured from them gives bonuses also. So we have a lot of hapines/food/health everything and game is not a chalange when you have big empire.
My proposal is to remove bonuses from almost all resources (leave it only there where it is realistic) and give that bonuses to manufactured resources from them or buildings that will use them (some manufactured resources cant be transported without modern techs like raw meat so the local buildings will provide bonuses from them). Example gold ore/ ivory itself it is not a luxury resource but jevelery from it is and jevelery should provide hapiness.
4 Startegic cities
Before you discover railroad and connect your cities via it you will be able to produce armors from ores and many other stuff only localy.
@Koshling
1,2 and 3a, 3b is simple to add as you said. Problem is only 3c that will force two diffrent trade route types but only two. Please tell me that it can be done without making game very slowly. (thanks to that railroad artilery will be able t omove only on railroad tiles )
In every sim like game is normal that you have build first some building to have access to certain types of resources. It is obvious and realistic that you must have place to store and resell them.
I want to categorize resource to tpyes like: food, ores, building materials, military resources.
Now city that have access to trade route have all resources without any city infrastructure (unrealistic) so even i just founded/captured city you can build best available unit by simply buy it.
That should be changed to make over expansion harder and add new economic depth to the gameplay. City with access to the trade route will have access to the resources from trade route depending on buildings that this city have.
a) granary line gives access to food resources
b) magazines/werehouse line gives access to building materials resources
c) armoury/arsenal line access to military resources
d) barter/trade post line access to every day use resources and luxury resources
b) magazines/werehouse line gives access to building materials resources
c) armoury/arsenal line access to military resources
d) barter/trade post line access to every day use resources and luxury resources
Resources producent locally and in city vicinity will stay as they are now (or not your decision ).
2 Manufactured resources provides bonuses (and almost only them)
WE have some kind of mess now that raw resources gives some bonuses and resources manufactured from them gives bonuses also. So we have a lot of hapines/food/health everything and game is not a chalange when you have big empire.
My proposal is to remove bonuses from almost all resources (leave it only there where it is realistic) and give that bonuses to manufactured resources from them or buildings that will use them (some manufactured resources cant be transported without modern techs like raw meat so the local buildings will provide bonuses from them). Example gold ore/ ivory itself it is not a luxury resource but jevelery from it is and jevelery should provide hapiness.
a) cows, pigs, sheep and so on will provide health bonus only with butchery/slaughterhouse
b) cant figured out more examples now but i think that you understand this idea
3 More important trade routes (second approach )b) cant figured out more examples now but i think that you understand this idea
a) path trials (prehistoric route type) will conects resources only localy (city vicinity resources) to make prehistoric overexpansion more hard and add some realism.
b) mud paths to asphalt roads will conects every resources without ores, coal and this veary heavy
c) railroad to teleport network connects all resources even this very heavy
In reality discovery of railroad was very important in civ history. b) mud paths to asphalt roads will conects every resources without ores, coal and this veary heavy
c) railroad to teleport network connects all resources even this very heavy
4 Startegic cities
Before you discover railroad and connect your cities via it you will be able to produce armors from ores and many other stuff only localy.
@Koshling
1,2 and 3a, 3b is simple to add as you said. Problem is only 3c that will force two diffrent trade route types but only two. Please tell me that it can be done without making game very slowly. (thanks to that railroad artilery will be able t omove only on railroad tiles )