Increasing value of resources?

Herostratus

Grim Harbinger of Things to Come
Joined
Jul 24, 2009
Messages
116
Hello all... long-time Civ2ToT modder here.

I've been reflecting on the strengths and weaknesses of Civ2 and it seems to me that the sequels (esp. Civ4) did a much better job of making resources realistic in their significance. In Civ2, resources are more like "bonuses," not necessities.

Maybe this is just because I've been playing Settlers of Catan lately :D but I've been trying to brainstorm ways to mod Civ2 to increase the significance of resources. Obviously, what's key here is making sure the A.I. will comply!

Any advice from veteran scenario-makers, etc.?
 
In Civ2, resources are more like "bonuses," not necessities.
Pretty much. You get shield/trade/food bonuses and AI is more likely (marginally with default values) to build near them, but that's it. There are some scenarios where barbarian/enemy units are used to represent resources. Defeating them yields gold, a technology or even a mobile, high-cost friendly unit which can be disbanded for shields back in a city (the AI obviously won't take advantage of that one). This way they behave a little like goody huts. Since you have ToT, you can set barbarian units not to expire (column G of the @UNITS_ADVANCED section in rules.txt). Should you choose to make the availability of certain technologies dependent on the discovery of resources, just remember to allow access to the Future Technology tech (whatever you name it), otherwise the game will crash if the AI has nothing to research.
 
Thanks Catfish. Some follow-up questions.
There are some scenarios where barbarian/enemy units are used to represent resources. Defeating them yields gold, a technology or even a mobile, high-cost friendly unit which can be disbanded for shields back in a city (the AI obviously won't take advantage of that one).
But it will actively take advantage of the first two? Or just by accident? I can't imagine the AI being smart enough to read my events file before deciding whether to attack a specific barbarian!

Since you have ToT, you can set barbarian units not to expire (column G of the @UNITS_ADVANCED section in rules.txt).
Yeah, what precisely does that flag mean? Does it mean that barbarians (generated either by the "Roving Bands"/etc. setting or an event) simply stick around on the map until they are killed? Or does it involve the progression of the tech tree (like how Barb Archers eventually stop appearing)?
 
But it will actively take advantage of the first two? Or just by accident? I can't imagine the AI being smart enough to read my events file before deciding whether to attack a specific barbarian!
Would it need to? The AI explores; if it stumbles on a weak barbarian unit (0 D, 0 FP), I'm sure it'll attack. Same as the human player... well, providing it's not actually an Explorer (0 A) doing the exploring.
Does it mean that barbarians (generated either by the "Roving Bands"/etc. setting or an event) simply stick around on the map until they are killed?
Yes. Normally barbarian units disappear from the map after a time.
 
Would it need to? The AI explores; if it stumbles on a weak barbarian unit (0 D, 0 FP), I'm sure it'll attack. Same as the human player... well, providing it's not actually an Explorer (0 A) doing the exploring.
So even a defense of 1 D would carry a chance that the AI would ignore it? even at later stages of the game?
 
Not likely at the later stages of the game, and probably only with the help of defensive terrain early in the game, but why not give minimum stats to eliminate the possibility? Only HP needs to be > 0; a zero value will cause the game to crash during combat.
 
Good to know; thanks! I think I might make the zero-def "resource unit" be a wandering animal of some kind, and go with a low fractional move, like 1/3 or so.
 
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