Well, since this is my first post: Greetings Everyone.
I have been carrying around this idea about 'Quantitative Resources' myself for quite a while now.
Luckily I found this thread before I tried modding this myself.
I have some C++ experience, so I would like to offer my help with this.
Some random ideas I had: (im not thinking about AI implementation yet)
- a resource market: one can sell his surplus resources to a local (early in the game) / global (late in the game) market. Everyone can bye from that market. the price is calculated by how many there is from that resource in the world and available on the market. So getting a monopoly on one resource and stockpiling it drives prices up.
-certain techs increase the amount of resources gatherd/used up per turn.
-buildings affect the consumption of resources. e.g. a forge gives bonus to production but uses up the iron faster. Or a market which gives +1 happiness for fur, ivory and so on also uses up these ressources faster.
-a tile improovement that gathers resources (e.g. a mine) can have workers attached to it. putting a worker to work in a mine gives more resources per turn. (max number of workers per improovement)
-i think its necessary to be able to control a city's access to individual resources. So when running short on a specific resource one can cut unimportant city's from that resource.
For me it just cant get complex enough, of course random events, spy missions and resolutions could have to do with this aswell.
Cheers, Ri-Hatz
I have been carrying around this idea about 'Quantitative Resources' myself for quite a while now.
Luckily I found this thread before I tried modding this myself.
I have some C++ experience, so I would like to offer my help with this.
Some random ideas I had: (im not thinking about AI implementation yet)
- a resource market: one can sell his surplus resources to a local (early in the game) / global (late in the game) market. Everyone can bye from that market. the price is calculated by how many there is from that resource in the world and available on the market. So getting a monopoly on one resource and stockpiling it drives prices up.
-certain techs increase the amount of resources gatherd/used up per turn.
-buildings affect the consumption of resources. e.g. a forge gives bonus to production but uses up the iron faster. Or a market which gives +1 happiness for fur, ivory and so on also uses up these ressources faster.
-a tile improovement that gathers resources (e.g. a mine) can have workers attached to it. putting a worker to work in a mine gives more resources per turn. (max number of workers per improovement)
-i think its necessary to be able to control a city's access to individual resources. So when running short on a specific resource one can cut unimportant city's from that resource.
For me it just cant get complex enough, of course random events, spy missions and resolutions could have to do with this aswell.
Cheers, Ri-Hatz