Gaius Octavius
Deity
- Joined
- Jul 28, 2006
- Messages
- 4,016
Exactly right. The beauty of this system is that everything works the same way ultimately in the code, and the only details left are which ones fall into which categories. For luxuries and food, the stockpile is basically irrelevant, because that will never get called. That is, you'd never define any buildings/units that require Z amount in XML. (You could, however, still check for the presence of those resources--like the grocer does in determining to give a health bonus for various food types, for instance.) The only difference comes in what the player sees. I suppose we could add a graphical tag in XML which dictates if the stockpile supply shows up on the resource screen in-game, so we don't have to sort through 40 counters. The per turn value will always show up.
The only tricky part comes in trade. We have to define the three categories in code because we want QR to be traded in lump sums, while luxuries and food get traded per turn. But once again, the basics are there already with the gold mechanism.
Technically, all the resources would be "quantified" under this system. It just wouldn't seem that way--which is good. Setting the per-turn production to 1 makes them appear as binaries; setting it to Y per-turn mimics the slot system in Genetic Era; doing this and making use of the stockpile counter equals the traditional quantified system.
What remains now is how to get the city issue solved. Personally, I think that the "1 luxury supplies X cities" rule might be the best way to go, but I see the same old problems: if you have more cities than supplies, which ones get it? Dom suggested linking it to location so that the nearest 5 cities get it, for example, and more distant ones don't. I really like this idea, but it has one MAJOR drawback--on huge maps, where you routinely have 16,000+ plots, this would significantly slow down the game, especially in later eras. Even if only 10% of those tiles have resources, that's still 1,600 calculations per turn, which involve not only the resource location, but also those of all the cities. Another issue: what do you do for building-produced luxuries, like Hit Movies? They'd take their city plot as the location, I guess.
Bottom line: I think it might slow down the game too much, but it definitely is the ideal method. Perhaps a quicker route would be to distribute the resources among the most populous, unhealthy or unhappy cities first (probably just as realistic), or short of that, just do it by the city list, which lists them in order of date founded.
The only tricky part comes in trade. We have to define the three categories in code because we want QR to be traded in lump sums, while luxuries and food get traded per turn. But once again, the basics are there already with the gold mechanism.
Technically, all the resources would be "quantified" under this system. It just wouldn't seem that way--which is good. Setting the per-turn production to 1 makes them appear as binaries; setting it to Y per-turn mimics the slot system in Genetic Era; doing this and making use of the stockpile counter equals the traditional quantified system.
What remains now is how to get the city issue solved. Personally, I think that the "1 luxury supplies X cities" rule might be the best way to go, but I see the same old problems: if you have more cities than supplies, which ones get it? Dom suggested linking it to location so that the nearest 5 cities get it, for example, and more distant ones don't. I really like this idea, but it has one MAJOR drawback--on huge maps, where you routinely have 16,000+ plots, this would significantly slow down the game, especially in later eras. Even if only 10% of those tiles have resources, that's still 1,600 calculations per turn, which involve not only the resource location, but also those of all the cities. Another issue: what do you do for building-produced luxuries, like Hit Movies? They'd take their city plot as the location, I guess.
Bottom line: I think it might slow down the game too much, but it definitely is the ideal method. Perhaps a quicker route would be to distribute the resources among the most populous, unhealthy or unhappy cities first (probably just as realistic), or short of that, just do it by the city list, which lists them in order of date founded.