I work on a mod and search a way to improve the ressources-bonus gameplay. My objective is to make the trade of theses bonus obligatory, and make them the heart of an empire growing and source of wealth. But also, if possible, make them the first reason why empire goes at war because I really think in fact the only real first reason why people fight is when they can't still live at peace and make profit-making trade. I think it is the main problem of civ that ressources-bonus are practically never the reason of a war : wealth bonus because anyone has many, strategic bonus because if you hasn't you can't beat the powerful army of the owner.
So I want to have your opinions on somes ideas. I want to know if you found them realistics, but also if you think the IA could play well without huge change, and at last, If you think they are doables in cviIV without to painful work.
1- For all bonus, make a raw version and a trade version. For example, mine produce gold ore, and each city with a forge produce gold ingot.
->each version are tradable, but of course the refined version are more numerous as your empire grow, and can't give your customer the way to produce himself the bonus, so, it is far more profitable to trade them. The interesting idea of this is, in my mind, the tradable production of an empire grow (or fall) with the number of cities you have, I think is a good way to avoid the problem of illimited ressources, without make a complete revolution in the gameplay (like establish depletion or quantified ressources). Of course for these can done the best, the ressource-bonus generation should be have a very unfair distribution throught the map, to give each player a chance to have a ressource to trade.
->the problem : limit the building construction by bonus is doable, make building produce refined ressource is doable also, but the problem I can't solve is to remove their production if the raw ressource disapair after constructions, and reapair if the raw material acces is restablished. But this is the key of this idea, because it is stategic to trade raw material usless for you at someone that need it : because you control the raw production, you can easily crash his economy with embargo if this can really stop the production of refined ressource in his whole empire. The more he will produce refined item, the more an embargo will be painfull for him (stop his own refined exportation, stop his bonus with refined product, stop production abilty of unit that need that refined product, etc.)
2- Transform corporations, create more, and use them to produce refined ressources. For exemple, we could have the gold foundry guild which can product gold ingot if the city as raw gold.
->this can solve the product problem of the previous idea, because corporation already stop product is bonus is remove.
->problems : we need nearly 20 corp for all ressources because each corp can product only one. This make an overflow of corp in the city and probably make the whole thing unplayable. Secondly, I don't know if the IA should understand that in this way, the distribution of your corp to the ennemy cities is undesirable. Furthermore, the foundation of one specific corp should be conditioned by the presence of the correct ressource in your hand, and nothing else (and different player should "found" same corp if they have the same raw material).
3- Give the refined production capability to wonder. For exemple, there may be a "gold foundry" which can be built only one time and produce 5 gold ingot with raw gold acces (at the time of contruction). After that, gold ingot like as "hit-movies" and other hit-bonus, unreproductible, undestructible.
->All over the ages, this can done trade productions at all civs, if the wonder-refinery are well distributed in the tech tree to avoid the only one player can build them all.
->problems : it is not very realistic, and we always have the problem that the refined production remain even if the initial raw product is lost, and can be lost to your ennemy if the city with the "refinery" wonder if lost (hum well, I'm not sure of that).
4- Remove all map bonus in a new map, and create them with primitves improvements. For exemple, before you could build a mine, un neolithic age, you can build a ore carry, on any terrain. These improvement has very huge chance to make appear a ressource-bonus mining type. For animals, you have chance to meet them like lions or wolf : if your unit encounter savage horse or cow, you can capture them and bring back to your territory, build a pasture and fix them in your land to begun breeding. The type of animal depend of the terrain, so there will be a natural unfair distribution throught the civs like for exemple pig in forest, horses in larges plains, sheep in temperates hills, etc. Same thing with farm : a farm has good chance to discover special bonus cereal, and after that, you can spread it to other farms if the terrain type is the good one.
->problems : the commerce should be effective in early ages, but as the time progress, each player can spread in his land all animals an cereals (if he has the corrects terrain-type but it should not be very difficult in a medium wise empire) and in fine, all trade will be stop as same as the original civ. Furtermore, it don't change nothing for mined ressources.
That's all my ideas for now, please tell me what do you think of
So I want to have your opinions on somes ideas. I want to know if you found them realistics, but also if you think the IA could play well without huge change, and at last, If you think they are doables in cviIV without to painful work.
1- For all bonus, make a raw version and a trade version. For example, mine produce gold ore, and each city with a forge produce gold ingot.
->each version are tradable, but of course the refined version are more numerous as your empire grow, and can't give your customer the way to produce himself the bonus, so, it is far more profitable to trade them. The interesting idea of this is, in my mind, the tradable production of an empire grow (or fall) with the number of cities you have, I think is a good way to avoid the problem of illimited ressources, without make a complete revolution in the gameplay (like establish depletion or quantified ressources). Of course for these can done the best, the ressource-bonus generation should be have a very unfair distribution throught the map, to give each player a chance to have a ressource to trade.
->the problem : limit the building construction by bonus is doable, make building produce refined ressource is doable also, but the problem I can't solve is to remove their production if the raw ressource disapair after constructions, and reapair if the raw material acces is restablished. But this is the key of this idea, because it is stategic to trade raw material usless for you at someone that need it : because you control the raw production, you can easily crash his economy with embargo if this can really stop the production of refined ressource in his whole empire. The more he will produce refined item, the more an embargo will be painfull for him (stop his own refined exportation, stop his bonus with refined product, stop production abilty of unit that need that refined product, etc.)
2- Transform corporations, create more, and use them to produce refined ressources. For exemple, we could have the gold foundry guild which can product gold ingot if the city as raw gold.
->this can solve the product problem of the previous idea, because corporation already stop product is bonus is remove.
->problems : we need nearly 20 corp for all ressources because each corp can product only one. This make an overflow of corp in the city and probably make the whole thing unplayable. Secondly, I don't know if the IA should understand that in this way, the distribution of your corp to the ennemy cities is undesirable. Furthermore, the foundation of one specific corp should be conditioned by the presence of the correct ressource in your hand, and nothing else (and different player should "found" same corp if they have the same raw material).
3- Give the refined production capability to wonder. For exemple, there may be a "gold foundry" which can be built only one time and produce 5 gold ingot with raw gold acces (at the time of contruction). After that, gold ingot like as "hit-movies" and other hit-bonus, unreproductible, undestructible.
->All over the ages, this can done trade productions at all civs, if the wonder-refinery are well distributed in the tech tree to avoid the only one player can build them all.
->problems : it is not very realistic, and we always have the problem that the refined production remain even if the initial raw product is lost, and can be lost to your ennemy if the city with the "refinery" wonder if lost (hum well, I'm not sure of that).
4- Remove all map bonus in a new map, and create them with primitves improvements. For exemple, before you could build a mine, un neolithic age, you can build a ore carry, on any terrain. These improvement has very huge chance to make appear a ressource-bonus mining type. For animals, you have chance to meet them like lions or wolf : if your unit encounter savage horse or cow, you can capture them and bring back to your territory, build a pasture and fix them in your land to begun breeding. The type of animal depend of the terrain, so there will be a natural unfair distribution throught the civs like for exemple pig in forest, horses in larges plains, sheep in temperates hills, etc. Same thing with farm : a farm has good chance to discover special bonus cereal, and after that, you can spread it to other farms if the terrain type is the good one.
->problems : the commerce should be effective in early ages, but as the time progress, each player can spread in his land all animals an cereals (if he has the corrects terrain-type but it should not be very difficult in a medium wise empire) and in fine, all trade will be stop as same as the original civ. Furtermore, it don't change nothing for mined ressources.
That's all my ideas for now, please tell me what do you think of