[to_xp]Gekko said:
Brilliant. to make it even more realistic, you could make it like this: building the Equestrian Center requires horses. this means that you have to trade for them, until you can breed them yourself in your happy empire. if your horse income is cut down during the building of this wonder, build process is stunted and cannot go on unless you get access to horse again. but if you manage to build it, you will then have a source of horses that cannot be easily pillaged, being in a city!
![Smile :) :)](/data/assets/smilies/smile.gif)
this same wonder should also be made for any Biological resource like cattle, pig, wheat,rice etc. imho. it makes sense that I will try to raise my own pigs and plant my own crop if given the chance.
Isn't there in the lost wonders mod a wonder that gives oil already? it is called Eirik Raude or something like that.
this is also nice.
not sure I like that one. I like the strategic importance of having access to different resources in each game, making it different
![Smile :) :)](/data/assets/smilies/smile.gif)
( WHEN it is realistic, of course. but training cavalry without horses wouldn't appeal me much )
I feel that Bronze should be allowed to be used instead of iron as far as it was historically possible. ( i.e. no bronze ships instead of steel ships, but bronze swordman/maceman instead of iron... why not? ) with a strenght penalty of course, to simulate worse equipment compared to their Iron counterparts.
I guess the two of you would get along with each other well enough
I've been pretty wrapped with work, so it may be later in the week before I can get in a game with Grave's mod (BTW, Grave, where in NM do you live, I grew up in EP so I am an honorary NMer).
Here is my rationale on the new wonders.
1. Horses. Along with Iron, probably the most critical resource to have because of the timing, etc. I struggled with this, having thought about what you said (having to have horses to build the center), but I thought of what happened historically. Most of Eurasia had horses, most of America, Africa and Australiasia did not. If you recall, the native americans, once horses were introduced, did not just become great horsemen, but also great natural breeders of the animals in North America. Where horses were impractical primarily due to terrain (South America for example), they did not flourish.
The historical fix would be to limit the use of horses to just plains and grasslands (ie., no jungle, very little forest usage, obviously no mountains). That would become a very difficult fix.
The next historical fix would be to allow the "breeding of horses". Once known, a civilization could start with a few and within a period of time, have a normal cadre of the animals. I thought about what brought this about historically, and it was the establishment of trade on the oceans; hence the delayed (much delayed) technological need before you can strategically beat the resource need.
I also thought about the concept of "once you have horses, you always have horses".....but I thought that could become difficult programatically and it also didn't account for the fact that some effort would be required to actually breed and maintain the animals without a natural source.
I also thought about this (which I think is the best idea). If you defeat a horseman in combat, you can automatically build one (or possibly multiple) unit with the resource. (I've also thought about this with War Elephants, Pikemen, Grenediers, etc.) This would lend a whole new way to deal with the tech tree. One of the things I struggle with is this notion that I cannot figure out flight even though I see planes buzzing all around me without fully researching flight. I think that at some point in the game, having contact with a country that has a technology and seeing it (either in combat or otherwise), grants you an automatic 25-50% research boost for that technology.
2. Regarding Eirik Raude and the my refinery, my issue with Eirik is that it is a 2005 type of wonder, when synthetic oils have been available since the 1920's and 1930's. Again, this helps to strategically balance the game, still multiple techs from combustion, but at least not as far along the tech tree as Raude (which is at the end of the tree).
3. The changes I made with Iron was mostly around Pikemen, Spearmen, Cross/Longbowmen etc. only needing a hard substance and not necessarily Iron. Swordsmen and the naval ships still require Iron.
4. Regarding railroad, I am thinking that without coal as a resource, you could think about how to build rail using Oil. Again, combustion comes much later in the tech tree than Railroad, so you are strategically penalized for not having coal.
5. I like your idea of raising little piggies, etc. Keep in mind, these three wonders are just that, expensive and strategic. But I could also see building the synthetic refinery in wartime so that your oil could not be pillaged. I thought of that strategically in my game but didn't go forward as I needed miliary units badly
-- Galindus