Aussie_Lurker
Deity
One thing I'd like to see is for Bonus Resources to be as important as Luxury and Strategic Resources, outside of the bonuses they grant to the tile they sit on. This could be achieved in several ways.
1. Increase the number & diversity of Bonus resources within the game-so, instead of just Copper, also include Tin & other non-ferrous metals. Likewise, you could bring in various types of Timber-differentiated by region-as potential Bonus Resources, & also split stone into several types of Bonus resources, also differentiated by region (Granite, Sandstone, Limestone, Basalt etc). This could have game-play effects (the bonus they provide to the tile *and* to the whole empire), but would also help with the aesthetics of the game. Food Resources is, of course, where the greatest diversity of Bonus Resources could be achieved, & relates to another way to make Bonus resources more interesting.
2. Bring back the concept of food diversity-though we no longer have the Civ4 concept of Health, I think that we could use Housing as a substitute. Basically, each unique food resource your empire has might give an empire wide boost to your "Housing" (aka Health). This diversity-housing relationship could then re-open the possibility for trading foods between Civilisations.
3. Allow Bonus Resources to stockpile, like Strategic Resources-Basically, the empire-wide benefits provided by Bonus Resources (see below), should depend on your Civilisation having enough of that resource left to provide the benefit. My feeling is that each individual copy of a Bonus resource might generate x units of the resource per turn. Meanwhile, each city in your empire might consume y units of the resource per turn, but get a specific bonus due to that consumption (like the aforementioned Housing bonus). Again, this could allow Bonus Resources to be traded-either in bulk or on a per-turn basis-to other Civilisations, & pursuit of Bonus Resources could be another reason to seek Suzerain Status with City States.
4. Grant Bonus Resources some kind of Empire Wide benefit-This one is obvious. Each Copy of a Wheat Resource-for example-may grant +0.5 food to every city in your empire; every copy of sandstone might grant you +0.5 production & +0.5 gold per turn. This will make the obtaining of multiple copies of the same Bonus Resource-via domestically or via trade-a bigger factor throughout the game. There could also be improvements, buildings or policies which grant bigger bonuses from said resources.
5. Apply aspects of points 1, 3 & 4 to Luxury Resources, & points 1 & 4 to Strategic Resources, to make the Resource System of the game a bit more harmonised.
Anyway, those are my thoughts. Please feel free to add any additional points in the comments below
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1. Increase the number & diversity of Bonus resources within the game-so, instead of just Copper, also include Tin & other non-ferrous metals. Likewise, you could bring in various types of Timber-differentiated by region-as potential Bonus Resources, & also split stone into several types of Bonus resources, also differentiated by region (Granite, Sandstone, Limestone, Basalt etc). This could have game-play effects (the bonus they provide to the tile *and* to the whole empire), but would also help with the aesthetics of the game. Food Resources is, of course, where the greatest diversity of Bonus Resources could be achieved, & relates to another way to make Bonus resources more interesting.
2. Bring back the concept of food diversity-though we no longer have the Civ4 concept of Health, I think that we could use Housing as a substitute. Basically, each unique food resource your empire has might give an empire wide boost to your "Housing" (aka Health). This diversity-housing relationship could then re-open the possibility for trading foods between Civilisations.
3. Allow Bonus Resources to stockpile, like Strategic Resources-Basically, the empire-wide benefits provided by Bonus Resources (see below), should depend on your Civilisation having enough of that resource left to provide the benefit. My feeling is that each individual copy of a Bonus resource might generate x units of the resource per turn. Meanwhile, each city in your empire might consume y units of the resource per turn, but get a specific bonus due to that consumption (like the aforementioned Housing bonus). Again, this could allow Bonus Resources to be traded-either in bulk or on a per-turn basis-to other Civilisations, & pursuit of Bonus Resources could be another reason to seek Suzerain Status with City States.
4. Grant Bonus Resources some kind of Empire Wide benefit-This one is obvious. Each Copy of a Wheat Resource-for example-may grant +0.5 food to every city in your empire; every copy of sandstone might grant you +0.5 production & +0.5 gold per turn. This will make the obtaining of multiple copies of the same Bonus Resource-via domestically or via trade-a bigger factor throughout the game. There could also be improvements, buildings or policies which grant bigger bonuses from said resources.
5. Apply aspects of points 1, 3 & 4 to Luxury Resources, & points 1 & 4 to Strategic Resources, to make the Resource System of the game a bit more harmonised.
Anyway, those are my thoughts. Please feel free to add any additional points in the comments below
