New resources

what about bronze, with tin and copper you could make iron age units with it, since bronze is better than iron but rarer this would work
 
I'm not sure we need so much more resources. Perhaps saltpeter indeed is interesting.

Aussie_Lurker said:
Whilst on the topic of how many new resources would be good, perhaps its worth considering the idea of making multiples of the same resource worth having too. I can see several quite easy ways of doing this

(1) The first version of a resource you gain access to (like Iron, for instance) gives all cities connected to the trade network a +2 bonus (food, production, commerce, happiness, health). So, for instance, the source of iron might give you +2 production. The next 2-4 sources (map size dependant perhaps) of the same resource gives you a +1 bonus, wheras all sources after 5 gives you no further benefit (thus still encouraging you to seek out NEW resources).

(2) If you have X deposits of a single resource, and Y cities, then your city maintainance costs are divided by X/Y. Additionally, any units or improvements that depend on said resource have their maintainance costs divided by X/Y(units).

(3) Similar to (2). All build times for units and improvements, in your cities, are multiplied by Y/X. For both (2) and (3), this would of course be cumulative for ALL resources you currently have access to.

Now, I personally support a combination of (1) and (2), but am curious what the rest of you think? I reckon it would make trade and warfare a darn sight more interesting, and also means that you COULD have more resource types in the game, without diluting the value of resources overall, IMO.

Aussie_Lurker.
Agreeing with the idea in principle. I belief there may be an alternate way of implementing your ideas. Do give me your feedback on this!

Instead of directly affecting the hammer or food production, allow the growth threshold and total building cost of units and/or buildings to shift dynamically, depending of available (food/strategic) resources per empire size! The change in growth threshold / production cost would be a fixed amount for all cities, though.

Let me give you an example: in case of the food instance, say, the normal threshold for growing from a one size city to a two size city is 20 (whatever, it's just an example). In case of having four cows and four wheat for six cities, that threshold can be lowered to, say, 16, simulating empire-wide food excess and increasing growth by 20%. If you only have one cow and one wheat for those cities, the threshold is increased to 24 (and a red, transparant bar as an indicator), simulating a moderate food shortage. Low food resources compared with the number of cities (or large empires with not enough resources hooked up) would make you grow just a few turns slower to reach the next pop levels each time, and this for every city in your empire. It also sounds like a doable calculation: so many pop requires so many food resources in total. You have less, you get penalized, you have more, you get a bonus.

The same can apply for military unit production as Aussie_Lurker points out. The more units, the higher the total hammer production cost of the unit (an Axe would cost more if you have lots of them and only one copper resource). I would keep the benefit/penalty absolute per city (say four extra food required to reach the next pop threshold no matter what pop the city has at that moment).

Extra benefits I see:
+ It's less dramatic then immediately influencing the food or hammer production in a city and allows more tweaking, IMHO.
+ All this actually simulates internal trade within your empire a bit -- as your food gets spread out over your cities -- and you don't get stuck with all that excess food resources you can't sell to anyone anyways.
+ There's always a choice to sell them for a slightly lower growth rate, if the deal would seem good.

Mind also that a diverse diet still benefits you. Say, one wheat and one cow are about the same for empire growth rate effects as two cows, but you do get an additional +1 health in the former case.

Imediate probs I see:
- What about luxury resources?
- How would the AI handle this? Will he prefer grow for external trade?

Realistical? Other drawbacks? Other thoughts? Perhaps we should discuss this in another thread. Aussie, what thread would that be? I can't find the other one about this.

Jaca
 
s.c.dude said:
okay i don't want this to devolve anymore into spam. i've got some new ones.
bamboo
blackpowder
gunpowder
and plastic p.s what's plastic made out of


Plastics are made from crude oil.
 
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