NikG
SDK Lover
No need to apologize. It is okay.
Ok, nice and simple, and aint hard to understand, even for the AI...1) Each resource plot has a 'Size' rating-1 for Small, 2 for Average and 3 for Large (possible a 4 for extra large). The total number and size of these resource deposits gives you the total 'Pool' for that resource. e.g. say I have 3 lots of iron-each of size 2, then my total Iron pool is 6 units.
Likewise2) Now, this resource pool is divided by a combination of (your number of cities+total number of resource dependant units)*100-to give you a percentage.
Here I begin to have problems... Why should it be based on the initial pool? Maybe you what to mimic if we have few resource deposits and alot of resource are being used, the change of a deposit disapperaing is increasing, am I right? The problem is just that few deposits and many "resource using entities" will give a very small percentage, which is not right, or have I miss something3) Depending on what direction you take, this % could either be multiplied by a 'resouce scarcity factor' (horses less scarce than Iron, Iron less scarce than Oil etc), to give you a chance of a single resource deposit disappearing each turn.
4) Another way to do it is to have the % (again possibly modified by a scarcity factor) applied to unit and improvement building times, # of happy faces produced (in the case of luxuries) or the growth rate/health of cities (in the case of food resources). It will also be applied to the combat strength of units dependant on that resource.
5) Obviously units traded away do not count for the purpose of calculating this %.
6) Certain techs will either multiply or divide the resource pool for the purposes of calculating the %. For instance, combustion will multiply the 'horse' pool, as the demand for horses by the domestic economy has dropped.
Yes something like this, but I have already plenty of ideas racing through my head, so I dont know what to say yet.7) On a seperate, yet related track, units in foreign territory must be within X squares of 'home territory' in order to fight at full strength-otherwise they are considered 'Out of Supply'. Such units have a lowered combat strength and a slower healing time. Resource-dependant units (like Tanks) are impacted even worse by being out of supply. 'Home Territory', for this purpose, are forts, captured cities or your own borders.
Okay as I understand it, the 20 hammers per turn that should be used to build this unit, is decreased to 15. Or is it literally that the build time for the unit/building is decreased to 75%? I mean if you suddenly get 8 more cities we have this calculation: (6/16) * 100 = 37.5%. If it should be taken literally, this will mean the opposite of what you have written, that large empires are inefficient. Or is it just me, that cant read today?Now, here is a possible working example: Say you have the 6 units of Iron I mentioned before. You have 8 cities and no iron dependant units at present. This means that all you build times for units and buildings are (6/8)*100 or 75% of their normal level. So those 20 hammers per turn will now be more like 15. This could make larger empires very inefficient if they are low in several different resources-which in turn will drive the trade aspect of the game.
Easy and easy ...The point, though, is that if it is easy to do in SDK, then the system shouldn't add too much micromanagement for the player IF it is well represented in the Resource/Trade table. 'Depleted' resources could be in Red, whilst Excess/Surplus resources could be in Green.
Chalid, you are just making troubleChalid said:Edit: The concept of a kind of supply for units would be more adequate for the ancient times, when your small band of warriors goes around the world... thats quite unrealistic... they should be forced to come back![]()
I agree. In fact, when you hit the Industrial era the system of food should radically change, but that's just me. (I also think culture should take big hits on era changes, too, like the way Monastaries hit science, but that's another story).Chalid said:The question is do we want to expand such mechanisms into the past and i don't think it is needed. The Assymetry between the Eras is what makes the game Interesting.
Someone been paying attention to the markets recently?Chalid said:Not only units should use up your oil reserves but especially the civilization needs oil for civilian purposes. The military aspect of oil for units might be relatively week. But consider what would happen in our time if suddenly we would nit have any more oil. No mor Cars for a while, no more plastics ans do on.
Not for environmentalistsChalid said:So no oil -> ... low happiness.
Chalid said:This would lead to the situation that civs witout oil have to make war for it, and not the other way round that civs without oil cannot make war for oil as they cannot support advanced units....
Well, I've suggested the idea of a "proven reserve" earlier in this thread.Chalid said:That brings me to another idea.. each oil well should hold a limited oil supply and you can decide via improvements how long it lasts...
NikG said:It should be noted that this is intended as a major overhaul. Already I have implemented the main function for the above oil using units. Now it only details left, ie. how the algorithm for resupplying units should work (okay it is not details, but when this is finished, it will be close to functioning)