Synergy67
Warlord
MORE MODEL MUSINGS FOR RESOURCES, PRODUCTION, AND GROWTH
Does anyone else agree that the simplistic extensive mining of grasslands, plains, deserts, hills, and mountains needs to be done away with? I find it both conceptually and visually annoying. Surely there is a better way to generate and to represent production for cities. Or how about the boring way that the only other thing you can do with flatlands is to irrigate them?
I am having ongoing brainstorms about radically altering the way of generating shields and food for cities. Bear with me...the results are lengthy and detailed, though not too convoluted. I think a system incorporating ideas like Ive assembled here would work beautifully and still not actually be that complicated in gameplay, but much more flexible, varied, fun, strategic, and logical. I am going to post this in several parts as necessary, breaking it into sections.
RESOURCES IN GENERAL:
*Resources would be much more plentiful and varied (as they are in the real world). They would appear in the appropriate terrain and climate-appropriate regions of the world. They would often be concentrated into various regional veins and areas, rather than randomly polka-dotted across the whole map to try to give some of everything to everyone.
All resources are useful for local city production and commerce with appropriate variations in what they specifically generate. Some resources can even generate science, as we shall see.
Resources found in hills or mountains could include various kinds of minerals, stone, and marble, a diversity of metals, and various precious stones. Many have fairly similar production value, but some like coal, aluminum, uranium, and iron have high production (shield) value. Some metals have extra commercial value along with industrial value: gold (the most), silver, and copper...maybe platinum too? These would generate more gold than other metals.
New resources pop up over time (much more diversely and frequently, and change the dynamics and production of your cities continually. New sources of known resources continue to reveal themselves all the time as well. Some kinds of resources do tap out in time and probably will sooner or later the longer used. The same resource could be rediscovered in the same tile eventually, considering that one tile side is supposedly thirtysomething miles long.
Some resources continue to be needed throughout your nation to build certain units or improvements and could be traded to other nations if you have enough to spare. Such resources are now quantified however. Each source of iron enables you to begin building X number of swordsmen on any one turn, for instance. If you want to increase the number of cities building swordsmen, you will have to secure additional sources of iron. Resources will not be an all-or-nothing proposition any more, but some are more limited and regional, so will still require trading to acquire.
Because most resources are much more numerous, you are likely to have a number of iron sources in your hills and mountains upon the discovery of iron in your empire. But you have to get cities and workers to them as usual to put it to work for you. Some regions will be poor in iron, but rich in gold or horses or whatever. Trading will result, as usual. It will be quantified instead of all or nothing now however. It will be automatic within your nation according to its needs and to simulate internal commerce.
Luxuries (which increase happiness and trade possibilties) also generate appropriate levels of production and commerce locally.
Does anyone else agree that the simplistic extensive mining of grasslands, plains, deserts, hills, and mountains needs to be done away with? I find it both conceptually and visually annoying. Surely there is a better way to generate and to represent production for cities. Or how about the boring way that the only other thing you can do with flatlands is to irrigate them?
I am having ongoing brainstorms about radically altering the way of generating shields and food for cities. Bear with me...the results are lengthy and detailed, though not too convoluted. I think a system incorporating ideas like Ive assembled here would work beautifully and still not actually be that complicated in gameplay, but much more flexible, varied, fun, strategic, and logical. I am going to post this in several parts as necessary, breaking it into sections.
RESOURCES IN GENERAL:
*Resources would be much more plentiful and varied (as they are in the real world). They would appear in the appropriate terrain and climate-appropriate regions of the world. They would often be concentrated into various regional veins and areas, rather than randomly polka-dotted across the whole map to try to give some of everything to everyone.
All resources are useful for local city production and commerce with appropriate variations in what they specifically generate. Some resources can even generate science, as we shall see.
Resources found in hills or mountains could include various kinds of minerals, stone, and marble, a diversity of metals, and various precious stones. Many have fairly similar production value, but some like coal, aluminum, uranium, and iron have high production (shield) value. Some metals have extra commercial value along with industrial value: gold (the most), silver, and copper...maybe platinum too? These would generate more gold than other metals.
New resources pop up over time (much more diversely and frequently, and change the dynamics and production of your cities continually. New sources of known resources continue to reveal themselves all the time as well. Some kinds of resources do tap out in time and probably will sooner or later the longer used. The same resource could be rediscovered in the same tile eventually, considering that one tile side is supposedly thirtysomething miles long.
Some resources continue to be needed throughout your nation to build certain units or improvements and could be traded to other nations if you have enough to spare. Such resources are now quantified however. Each source of iron enables you to begin building X number of swordsmen on any one turn, for instance. If you want to increase the number of cities building swordsmen, you will have to secure additional sources of iron. Resources will not be an all-or-nothing proposition any more, but some are more limited and regional, so will still require trading to acquire.
Because most resources are much more numerous, you are likely to have a number of iron sources in your hills and mountains upon the discovery of iron in your empire. But you have to get cities and workers to them as usual to put it to work for you. Some regions will be poor in iron, but rich in gold or horses or whatever. Trading will result, as usual. It will be quantified instead of all or nothing now however. It will be automatic within your nation according to its needs and to simulate internal commerce.
Luxuries (which increase happiness and trade possibilties) also generate appropriate levels of production and commerce locally.