Minerals as Terrain Features?

We would need to code it somewhere eg Python or dll. New tags in the XML and new AI.

Actually it could be done already I think. I can envision how we could but it would be a very clunky system and the AI... yeah... don't really think the AI would naturally pick up on it but it depends on how well the AI evaluates these kinds of things already.

Anyhow, it could be:
Building 1 (Wheat Farm 1) requires 1 Wheat Farm improvement being worked in the city vicinity - this building gives the Wheat itself - not the plot nor the improvement.

Building 2 (Wheat Farm 2) requires Wheat Farm 1 and 2 Wheat Farm improvements (this is where I'm not sure if it's possible or not.) Provides the second wheat bonus.

Now... the idea of resources being migrated to properties... THAT is interesting. But clunky perhaps and may really lack in terms of AI support. But it could also be a great way to migrate towards a more volumetric resource system perhaps.

I mean think about it... Vegetable resources like Wheat Farms could generate a Wheat every round from the improvement itself whenever worked - goes into the city's stockpile. Then trade naturally propagates the wheat across the nation while every X population will consume X wheat every round (and here we are again needing NO negative values allowed!)

Mineral Resources would start off in limited quantities of property values on map tiles and their improvements would represent not a 'generator' of the resource but just an ability to propagate a portion of the existing resources into the city each round... that would be very cool if mathematically worked out.


But all in all... all these concepts would be an arithmetic hell to setup. Fun to play once right but horrible when wrong. And I cannot imagine the amount of added processing concerns it would bring up.
 
@TB

That type of system will be overcomplicated especially when we have above 100 resources

Something similar to civ5 system will be enought from player and cpu consumption perspective
 
Actually it could be done already I think. I can envision how we could but it would be a very clunky system and the AI... yeah... don't really think the AI would naturally pick up on it but it depends on how well the AI evaluates these kinds of things already.

Anyhow, it could be:
Building 1 (Wheat Farm 1) requires 1 Wheat Farm improvement being worked in the city vicinity - this building gives the Wheat itself - not the plot nor the improvement.

Building 2 (Wheat Farm 2) requires Wheat Farm 1 and 2 Wheat Farm improvements (this is where I'm not sure if it's possible or not.) Provides the second wheat bonus.

Now... the idea of resources being migrated to properties... THAT is interesting. But clunky perhaps and may really lack in terms of AI support. But it could also be a great way to migrate towards a more volumetric resource system perhaps.

I mean think about it... Vegetable resources like Wheat Farms could generate a Wheat every round from the improvement itself whenever worked - goes into the city's stockpile. Then trade naturally propagates the wheat across the nation while every X population will consume X wheat every round (and here we are again needing NO negative values allowed!)

Mineral Resources would start off in limited quantities of property values on map tiles and their improvements would represent not a 'generator' of the resource but just an ability to propagate a portion of the existing resources into the city each round... that would be very cool if mathematically worked out.


But all in all... all these concepts would be an arithmetic hell to setup. Fun to play once right but horrible when wrong. And I cannot imagine the amount of added processing concerns it would bring up.

Can't currently require X improvements of type y - so can't have a second building that requires two wheat.

Negative values would indicate that you need to import from other places and if not filled could lead to malnutrition. This would be at the food group level though so grain not wheat.
 
@TB

That type of system will be overcomplicated especially when we have above 100 resources

Something similar to civ5 system will be enought from player and cpu consumption perspective

Don't play civ5 so I'm not following you there BUT

I generally feel it would be too complex as well. My previous suggestion sounds much more viable I think.
 
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