No stone cripples dwarves

Oh yeah...Well anyway, the road I proposed that would be necessary in order to let the resources actually be used would let other units travel into the tile to destroy its improvements.
 
blah , 2 copper time .....

first off it was mentioned that someone was playing with a total of 8 players on a duel size map and having a hard time finding stone.... GREAT you should have. you picked a map that had enough resources for 2 civs, where those 2 civs were meant to fight over STRATEGIC resources. every resource will seem rare in this instance.

2nd i have played the luchirp countless times ( though my spelling of the name sucks). and have NEVER had a hard time getting stone. the easiest way for you to get stone if you dont already have it is to found kilmorph , build the mines and trade iron for stone. the AI will take that trade every day of the week.

3rd, STRATEGIC resources are meant to be that , strategic ... not everyone should have them.

the gnomes are gifted with a very strong early game unit that i would highly recomend using to explore. if the map is sized anywhere close to defaults you will not be in a situation where its impossible to get stone. you may have to go to war for it but everyone is faced with those situations. this is no different then incense , reagents , or the metals (however the metals ahve been changed).
 
I think the whole resource or lack of it can be a problem, and I have a solution.

A new unit, avaliable to everyone, it's a magical worker. With this worker you can sacrifice them and they may be able to generate a random resource. This may sound very powerfull right now, so lets limit it a bit.

1st, this unit is an upgradable unit, now since workers can't gain xp, and Dwarves can't gain mages, others can't gain priest, it will need to be a high priest or high mage. So any tier 3 priest or mage or druid unit can become this sacrificial worker.

2nd, The ability to gain a resource is powerful, so it's a random geterator when you sacrifice the unit, which has a 10% chance to give you nothing, and 90% chance of gaining any resoruce which that land can have and a 10% chance of another result. This means, on a hill, you can get copper, gold, mithrall, pig, sheep, any resource you can get.

I think this would mean that if you are after a resurce you don't have, it's random if you will get it at the cost of a unit it took you a long time to build-up.
What do you all think?
 
Thought about having "inferiour" alternatives and "inferior" resources?

Ie, have all 3 of the following resources:
Iron, Meteor Iron, Mithril Iron, Pure Mithril

Then, if you had a unit called Bob, strength 10, that usually needed Mithril:
Bob0 [Requires Iron] Strength 8
Bob1 [Requires Meteor Iron] Strength 9
Bob2 [Requires Mithril Iron] Strength 10
Bob3 [Requires Pure Mithril] Strength 11

Each one would obsolete the one before, and have exactly the same other requirements and costs, so you would always want to build the best one you could. Upgrading a pre-built unit to the best-of-class would only cost the fixed price (20 gold) once you gain access to the better material.

You can do this with other resources. Ie, stone can be split up:
Limestone
Sandstone
Granite
Basalt
Marble
 
I like the idea of having different resources appear in varying qualities, but it might just be a little to complex to be worth it. It could not be added immediately, since they have reached a temporary cap on the number of resources allowed. Therefore almost everything else in this post are probably bad ideas.
It would be far more realistic if there were buildings needed to refine a resource into a more usable form(a smelter could turn crude iron or copper into their pure form, which might be present on the map but much rarer), or to create some new resources out of multiple old ones . The Tailor (a building currently available only to Kuriotates, I think) could produce various types of clothing, a new luxury resource, instead of just improving the gold or happiness of existing resources. The new resources could then be traded. Perhaps multiple metal should make alloys which are treated as separate resources, or are just both needed to give the metal upgrade (copper isn't enough to make bronze, you need tin, or zinc if you prefer brass).

I would prefer giving the various resources slightly different bonuses, not just +1 strength per level (If you add enough levels, you make a civ without metal resources far too weak). Then, perhaps the metal upgrades could be given in the way that the navel upgrades longshoreman crew, buccaneer crew, and expanded hull are currently. They would be upgrades that you could freely switch between (assuming the unit is in a city with all the metals available) and which are not tied to the unit's xp. This might answer the problem of a metal like lead giving the movement penalty along with the heavy promotion.

In Ancient Roman times, bronze was associated with witchcraft, probably because the most arcane rituals were thought to have been passed down from the bronze age unchanged. Perhaps adepts should be able to get this one metal promotion, and it could offer a slight magic bonus?

I remember reading somewhere (in a parody of the King Arthur story which I truly disliked) that elves and other magical creatures hated the use of iron because it required delving into the earth, hurting mother nature, but that they were fine with Meteor Iron, which they used to fashion such things as Excalibur. That probably does not fit as well in FfH, but it might be interesting to not let elves use normal iron.

You do realize that stone and Marble are currently separate resources, right? I could see adding different types of stone, but again I would prefer different bonuses. For instance, some stones add more to a building' prestige but aren't physically as strong or durable. It would be gneiss if a castle built with granite could offer more defense but one made of marble had more culture. Perhaps different types of stone should also effect the strengths of certain golems.

There are lots of other resources that could be split up, such as horses(some are better for work and so give extra hammers, other are faster, giving extra movement, while still others have the strength needed to carry a knight in full armor), sheep (cashmere, anyone?), gems (diamonds, emeralds, rubies, turquoise, etc), and probably every other resource too. Of course as stated in the beginning, most of these would add extra complication to the game and probably would not be worth it.
 
Maybe a function could be added to the great engineer that allows the player to sacrifice the great person to add a mineral resource to a hills tile. Think of it as the great engineer conducting a survey to find the selected material. This would not be too unbalancing since adding the great person to a city already produces great benefit to the economy that would have to be given up to add a resource instead.
 
Hm... sacrificing a great person to make a resource sounds like a cool concept. Maybe it should be sacrificed inside the city to create a building that supplies the resource?
 
Hm... sacrificing a great person to make a resource sounds like a cool concept. Maybe it should be sacrificed inside the city to create a building that supplies the resource?
This is a brilliant idea. There is another thread about balancing the Altar of the Luonnatar calling for great people to be made more useful. What better way than this?

A 1:1 ratio is too powerful given that strategic resources need to sometimes be a struggle to get. I suggest the following:

2 Great Engineers:
-Can create a building that gives 1 copper (requires tech pre-reqs)
-Can create a building that gives 1 iron (requires tech pre-reqs)
-Can create a building that gives 1 mithril (requires tech pre-reqs)
-Can create a building that gives 1 stone

2 Great Sages:
-Can create a building (ie, Herbal Nursery) that gives 1 reagents

2 Great Merchants:
-Can create a building (ie, Trading Post) that gives 1 incense

Each building can only be built once, like holy city shrines. This would neatly fix the ongoing complaints about lack of incense & reagents, too, but at a reasonable cost. It also gives a much bigger decision to make when deciding how to use some types of GP.
 
Hm... sacrificing a great person to make a resource sounds like a cool concept. Maybe it should be sacrificed inside the city to create a building that supplies the resource?

This idea doesn't thrill me. Limited resources are one of the few sources of uncontrived tension in the game. Giving every civ the ability to remove the 'have/have not' element from the game in a peaceful manner would kill that; why race to settle an area with incense if you can just pop some in an existing city? No need to go to war to get iron if you can just make it yourself.

That being said, I wouldn't mind seeing a specific civ being given this ability. It might also make a good leader trait.
 
This is a brilliant idea. There is another thread about balancing the Altar of the Luonnatar calling for great people to be made more useful. What better way than this?

A 1:1 ratio is too powerful given that strategic resources need to sometimes be a struggle to get. I suggest the following:

2 Great Engineers:
-Can create a building that gives 1 copper (requires tech pre-reqs)
-Can create a building that gives 1 iron (requires tech pre-reqs)
-Can create a building that gives 1 mithril (requires tech pre-reqs)
-Can create a building that gives 1 stone

2 Great Sages:
-Can create a building (ie, Herbal Nursery) that gives 1 reagents

2 Great Merchants:
-Can create a building (ie, Trading Post) that gives 1 incense

Each building can only be built once, like holy city shrines. This would neatly fix the ongoing complaints about lack of incense & reagents, too, but at a reasonable cost. It also gives a much bigger decision to make when deciding how to use some types of GP.
I'd suggest that the iron providing building would require the copper one (i.e. you have to use two great engineers), and the mithril one would require the iron one (i.e. you'd have to burn three great engineers).
This idea doesn't thrill me. Limited resources are one of the few sources of uncontrived tension in the game. Giving every civ the ability to remove the 'have/have not' element from the game in a peaceful manner would kill that; why race to settle an area with incense if you can just pop some in an existing city? No need to go to war to get iron if you can just make it yourself.

That being said, I wouldn't mind seeing a specific civ being given this ability. It might also make a good leader trait.
They'd still be very limited. Great people might technically be an unlimited resource, but it becomes much more difficult to pop the next one as you get more.
 
Mine of Monodom: 1 engeneer, provides Copper and +2 production
Mine of Duodom: 1 engeneer, requires Monodom, provides Iron and +2 production
Mine of Triodom: 1 engeneer, requires Duodom, provides Mithril and +2 production

Mine of Null: 1 engeneer, provies +1 production to every city
Mine of Stone: 1 engeneer, provies stone, requires Mine of Null

Mine of Deep: 1 engeneer, provies +5 production here
Mine of Marble: 1 engeneer, provides Marble, requires Mine of Deep

:)

Of course, all of this needs the AI to understand it.
 
You guys simply need to play with a mapscript where you can force certain resources. Sto has a bunch of scripts over in the relevant forums. For instance you could set that there has to be a stone resource in the general vicinity of each player's starting point.
 
blah , 2 copper time .....
2nd i have played the luchirp countless times ( though my spelling of the name sucks). and have NEVER had a hard time getting stone. the easiest way for you to get stone if you dont already have it is to found kilmorph , build the mines and trade iron for stone. the AI will take that trade every day of the week.

I'm the OP, and there was no stone on the default settings (2 continents, normal size, temperate, 6 players) on the whole map. You can't trade for what isn't there. However, if there were a spell (ok, not divine - sorcerous, then) which turned iron into stone and vice versa, you could do the exact same thing you suggested without running into the flaw I mentioned above.
 
Stone and marble ought to not be requirements at all, just speed up the construction of golems that currently require stone or marble. Keep in mind that there is no unit or improvement in vanilla that requires stone to build. Why should FFH 2 have stone be a requirement for anything?
 
Perhaps.. Just perhaps, because it's an entirely different game?
Well, not entirely, but you get the point.
 
Because the unit is not human-it is actually made of stone. Still, since you can build units like swordsmen without having any metal to actually craft a sword, I suppose it is reasonable to make such units buildable without stone.
 
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