Quantitative Resources

BUMP

As it has now been almost a month since BtS debuted, is there any more information on this revolutionary project?
 
The short answer is that I think it's a bit too revolutionary for me... I've been feeling a bit overwhelmed by it. I would like to get some more experienced coders involved because I personally don't think I can do it.
 
I wouldn't mind aiming a bit lower. It's a genuinely good idea, and I think it's better to move the ball forward a few steps than stop completely.
 
Well, there's so much code built on the existing binary system... aside from the fact that I have to conceive a system that will satisfy those who want detail and those who want simplicity, and I just don't think I have either the coding experience or math skills to create such a system. But then I'd have to actually code it... and my experience so far as been with copying things already in the game and tweaking them to get them to do what I want. I have virtually no experience with making something from scratch like this would have to be, and there's a lot of stuff that I don't know why it works.

I need to cut my teeth on more stuff. I'm hoping that when the WoC gets up and running, I can get a few people to work on this collectively and take some of the pressure of me. Especially since this is one of like a hundred different things I want to do!
 
I was thinking about this too. Not trying to make it complex like 1602ad (a great game) but a little more realistic than "one oil gives all cities oil" that iv has now.

I wonder if the corporation code can help. some way where you have to have the closest city get the resources and depending on its improvements it generates a number of resources that get spread to the closest cities. units that require the resource get subtractedfrom the production list before being sent to units. hopefully some thoughts to keep this alive.
 
Yeah, the binary system is pretty firmly embedded in there. You'd have to make a lot of changes, unfortunately.

Maybe there's a first step? Maybe you could change just the strategic resources?
 
What I'm thinking is that the key to doing this lies in the new corporation system. Unfortunately, this doesn't deal with a lot of the other features we wanted (like stockpiles and building prereqs) but maybe we could build that in some other way. Like, for instance, upping the resource yield tremendously (an iron deposit with a mine might give +10 iron) and then setting units/buildings to require X amounts. Not really what we wanted, but could work. It actually sounds a lot like the Genetic Era system.
 
I think the best approach would be to creat a very simple system where each resource is worth x resource points and every unit requires x amount of y resource. Now that should be rather simple to code. Or have I missed somthing in my SDK travels?
 
I believe that would basically be the Instanced Resource System proposed earlier. It was the simplest version of a more accurate resource system, but deemed too simplistic by several parties. If a more fully fledged system is impossible at the moment, I would much rather have the instanced system than the vanilla one.

So, to rehash the details of the Instanced Resource System:

1) Each instance of a resource produces X resource per turn.

2) Each building, unit, and wonder which require resources consume part of the X each turn. A basic, and easily understandable system for players might be:
1 instance can be used for 1 great wonder
1 instance can be used for 2 national wonders
1 instance can be used for 4 buildings
1 instance can be used for 8 units
[Using essentially a base 2, the system becomes easy to mix and match, as in one national wonder, one building, and two units.]

3) Until either the items being built are completed or changed out of the building que, the resource instance is considered exhausted and unavailable.

The biggest shortcoming to the Instanced Resource System is that, while it makes controlling multiple instances more important and removed the notion that a single iron mine can arm a continent, it creates no ability to stockpile resources as yields. I agree that stockpiles would be nice (and neccessary for a true quantitative system), but if we can at least have this, it would be a welcome improvement.
 
Unfortunately, I agree with Vrenir. I would really like to have the stockpile system (as I always thought that was the linchpin of truly quantified resources) but it doesn't seem possible. Maybe we can get creative and do it some way, but I don't see how at the moment.
 
Yeah, I think stockpiles should be seen as a more advanced step. To just have a "threshold" system would be much quicker. Each resource tile provides X-per-turn, with no stockpile.

For example, a tile of iron provides 4 iron, a tile of marble provides 2 marble, etc... (this can appear as soon as you mouse-over a tile)

A Swordsman requires 1 iron while being built.
The Oracle requires 1 marble while being built.
A destroyer requires 1 oil as long as it survives.
A factory requires 1 coal as long as it survives.
 
What's so difficult about the stockpile system?

The python is really flexible in this regard: you can store variables in certain functions and these variables will be remembered. You could, for example, create a 2d struct where the first value represents the resource and the second value represents the quantity. Each turn, the city does a check to see if it has the required resources to build what it's building and sends a cancel order if the requirement is not met. When the build is finished, the pyhton can deduct the amount.

You'll need to mod the SDK to recognize what building/unit requires what resources and expose those functions to the python, but once you can work it with the Pyhton you have a lot of power available to you.

You can take a look at my mod (which I guess I should repost) which stores a value for the number of a particular repeatable building building and uses that to do some calculations.

That and I swear someone already did a quantized resource mod that laid the foundation for such an endeavor.
 
I don't see anything too difficult about a stockpile system Python-wise, but SDK is another matter entirely. Dom Pedro II does not have much experience in Python (but knows SDK well) so he'll have to be the one to answer.

I think the resource mod you are referring to is Duke176's oil counter.
 
A stockpile isn't hard. Now of course we need to figure out where it is stock piled. Will it be stock piled on the player, or in the players cities? If in cities how do we decide which city(s) the resource goes into?
 
A stockpile isn't hard. Now of course we need to figure out where it is stock piled. Will it be stock piled on the player, or in the players cities? If in cities how do we decide which city(s) the resource goes into?

Although I like the siege and economic warfare capabilities that are unlocked with city inventories as opposed to (or perhaps in addition to) a national inventory, I think it'd be far too complicated and ultimately unfun to play with this.
 
Yeah. The problem with stockpiles is that it quickly makes a lot of things unmanageable. Especially those building bonuses, from markets and so on.
 
I considered a mod that uses city stockpiles and uses some of the code from my culture routine to spread the resources. That is, it gets spread automatically to cities within the culture radius and to cities trading with the current one. Thus the producing city (and general area) of a resource would be the optimal place to manufacture goods requiring the resource, but other places could use the resources as well.
 
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