Overseas strategic ressources improvement

Is there something to dig in this idea ?

  • Yes

    Votes: 2 100.0%
  • No

    Votes: 0 0.0%

  • Total voters
    2

fuust

Chieftain
Joined
Mar 24, 2021
Messages
4
Hello everyone I got an idea to make the ressource management more interesting.

I would like to be able to exploit ressources that are not within my territory without having to settle a new city.

My idea is to have a military engineer improvement that you can construct in neutral territory and that grant you the ressource it is built on (oil, uranium, niter etc.). This improvement could be pillageable by anyone and grant a little bit of the ressource (maybe 20 units) and if someone buy the tile it is on it would be destroyed.
(On a related topic, to make pillaging more interesting and war swifter, the pillaging of strategic ressources could grant 20 units of said ressource.)

Although I think it is a little bit too powerful and if you park a unit on the improvement no one could destroy it. So maybe a sort of "trade route" that appears upon building the improvement and would permanently go back and forth from the ressource improvement to the closest of your city and be pillageable by anyone for ressources, cash or just to cripple opponent. (the trade route would just grant ressources per turn).
Combine this with rarer strategic ressources and you have a competition over strategic ressources without actual war and you can cripple your opponent by cutting coal or oil supplies.

Do you think of any way of improving this idea ?
Or maybe this is a horsehockey idea ?
 
Engineers come to late for that, at lest in Civ 6.
Maybe you can sacrifice 1 trade route to build such an improvement.
In Rise of Nations there was a some trader unit that could build an outpost on a resource anywhere on the map, but if it fell within the expanding borders of another player who you did not have an alliance with, it gets destroyed.
 
Engineers come to late for that, at lest in Civ 6.
Maybe you can sacrifice 1 trade route to build such an improvement.
In Rise of Nations there was a some trader unit that could build an outpost on a resource anywhere on the map, but if it fell within the expanding borders of another player who you did not have an alliance with, it gets destroyed.

It crossed my mind but I thought it would be too much expensive to sacrifice a trader for the improvement. Unless the "trading route" follow the same mechanic as regular trade route with a certain number of turn before it becomes available again. It is a great cost to sacrifice a trading route but in the early game when you badly need horse or iron and in the endgame when you badly need aluminum or uranium it could have some use.
 
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