Quantitative Resources

Is there any more development on this? I haven't heard from Zebra in a while. :scan:

I would recommend downloading the complier yourself, and blasting away at C++ for awhile, then taking a shot at the code yourself.

It might be the fastest way, even if at the moment you know nothing about coding yourself.

I personally would get involved in this, since I think this concept is very promising, I but have way to full a plate, and coding is never a simple thing. It may not be mind-bogglingly complicated, but will be time-consuming.
 
Has anyone implemented Quantitative Resources already, Or do I have to do everything myself? :mad:

I suggest to keep it simple and mplement 3 types of generic quantitative resources: food, wood and ore.
Every unit/building would require a combination of the 3 resources to be build.

The availabilty of bonus quantitative resources should accelerate the construction, not limit it. This way, every civilisation should be able to build let say a swordmen, but civilisations with access to iron resource, would be able to produce it much faster.
 
I would recommend downloading the complier yourself, and blasting away at C++ for awhile, then taking a shot at the code yourself.

It might be the fastest way, even if at the moment you know nothing about coding yourself.

I personally would get involved in this, since I think this concept is very promising, I but have way to full a plate, and coding is never a simple thing. It may not be mind-bogglingly complicated, but will be time-consuming.

I'm not going to go about starting from scratch when Zebra 9 and Dom Pedro II already have some sort of skeleton code, however incomplete, worked out.
 
For anyone who is intrested, I managed to implement a Quantitative Iron Resource to the Mercenary Mod: http://forums.civfanatics.com/showthread.php?t=244738

Basicly every Iron resource will generate 1 Iron each turn which will be added to a Iron Resource stockpile. Every unit can now optionaly have a Iron Resource cost requirement, which must be paid when you start constructing te unit.
 
Sounds very interesting. I presume this could easily be copied for other resources?

How did you handle the AI trading situation?
 
Sorta, it hasn't been tested and doesn't really do anything much. I'll see if I can't find the time to make a new copy.
 
What started as a small request turned into a intresting mod component: The Resource Construction Mod

I Uploaded the first version of my [BTS]Resource Construction Mod

Main Features:
- 3 Quantative resources: Stone, Iron and Oil which will each generate thir own stockpiles
- XML tag for initial resource cost for Units and Buildings
- XML tag for initial gold/food cost for Units and Buildings
- 2 XML tags for production bonus that cost resources

the resource stockpiles are visible next to the gold reserve in top of mainscreen:

ResourcesDemo.JPG
 
Cool! Not just one but two mods in the past week. I hope someone can expand on them in some way. Of course, I hope someone who DOES expand on it doesn't take the sloppy way out and just implement 40 different values. I think that could be a nightmare for most players, although it would probably still find a hardcore audience.
 
:mischief: Well, I won't be using 40 different counters, for the reasons we've discussed, but probably around 10 or so would do the trick. :D

Anyway, I am still going to have to figure out the best feature (in my view), how to incorporate buildings that transform resources.
 
Transform resources you say? how exactly would you like to see that implemented?

What about the following ideas:
- Introduce 3 extra virtual non tradable resources, waste, fuel and electivity .
- Electivity would not be storable, but would have to be generated each turn by city building like Coal/Gas/Oil/Waste burning energy plants or outsite cities from windmils/hydrodams
- Fuel can be created from oil by refineries
- Waste would be produced from farms or cities
- Food can be converted into fuel by a special building and technology
- Energy can be converted into fuel by a special building and technology
 
Well, I was thinking in terms of having a building produce a resource by taking in something else, e.g. a steel mill would require + 1 iron and + 1 coal to produce + 1 steel per turn. The problem is, what happens if you have 5 of these spread across your cities, and suddenly your iron supply is cut off, leaving you with a surplus of only + 3 iron per turn? Does the game just randomly shut off 2 steel mills once the stockpile hits zero? That's how I envisioned it, along with a toggle button to deactivate the buildings if you wish. (TheLopez was working on something very similar to this before he left.) The problem is working out the code, and as always, will the AI know how to use it?
 
Well, that problem would not exist in my mod currently because all stockile resources are global. As long as a city has acces to a resource, it assumes it can automaticly transport the resources to the city that contains the steal mill on convert it from iron ore + coal to steal, the steal would then be used as a unus resource to speed production of units like tanks.
 
So what happens if you have a partial surplus? Suppose you have 5 steel mills (meaning you require 5 iron per turn) but one of your iron sources gets cut off, and you only have + 3 iron per turn? You're running a deficit of - 2 iron. You can't run all the steel mills after the stockpile hits zero. What happens? Does the game selectively turn off some of the buildings?

In the example I gave it is a trivial issue, but suppose now that we're talking about a resource that can be turned into several things, e.g. let's say oil can be refined into gasoline/petrol OR it can be burned in an oil power plant to make electricity. Which one will the game shut off, and how can the user modify this if he doesn't care for the choice the computer made? It's tricky. If you're in a war, you might want to devote everything to making gas, so you can build tanks. You have to have an "out." :crazyeye:
 
I agree, that there needs to be an alternative. THat's why I see generic bonus resources as a generic bonus, not as an absolute resource requirement.

In my Mod, I have currently implemented this design philosphy by 2 methods:
A - Resource bonus Modifier with Maximum overal resource cost: This allows cities to produce unit faster at a fixed overal resource cost when having access to the generic resource. Cities without access, will still be able to create the unit, except it will take considerably longer.
B - Resource start cost, which if it cannot be met, has to be paid from gold. This allows all cities to create that unit but at considerably higher cost.
 
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