Quantitative Resources

How about having them obsolete with techs? Fusion should get rid of the risk of meltdown (this has already been done in a mod). For the unhealthiness, I assume we would link it to operation, e.g. a coal plant produces it only if it is ON. Since we're trying to do a building toggle, if you set it to OFF the unhealthiness will stop. You only create pollution by actually burning the coal after all.
 
Maybe you could make a building which is a perquisite for a coal plant, and requires all the hammers that a coal plant would require, however, once you've built that, you can build a coal plant which does not require any hammers (or requires only 1 if you must specify a positive number).

I know there are mods out there with units can can destroy building types. Total realism has one right now. So you could have that unit capable of destroying those plants, but they can be rebuilt at no (or virtually no) cost.

Thought I'll admit that is a rather clunky way of doing things, and it requires you to have a bunch of units touring your civ destroying those buildings if you need to get rid of them.
 
hope i'm not jumping in here to late ,but I posted a bunch of brainstorms on this bout a year ago and have some sujestions

there has been the subject of "growing hourses and elephants for millitary .
could this be expanded to "power" resources in the early ages such as oxen llamma otherwise known as beast of burden and these rescources used as such in the production of improvements and wonders in conjuction with hammers.

i know that many people here dont like the concept of growing food rescources ,but i see it as a necesary ,if you consider the fact it takes a large amount of food to fuel armies ,and to be honest if it wasnt for the midwest bread basket the second world war might have gone very differently.

i think perhaps additional basic tiles might help in this ,along with grasslands additional grassland tiles could be created such as temperate grasslands, tropical grasslands ,artic grasslands ,river basin grasslands ,certain crops could be grown to spacific types of grasslands in this way it would limit growth of crops .The other thought is should these crops be planted or should they grow automaticly if that crop is being used as a food source with in the city.
the availability of crops being accesable to diferent types of grasslands could be opened up as tecnology increases.
plains perhaps could be used to grow livestock.

On the collection of rescources if within the city production speed is based on population and worker capacity then why not expand that to the collection.
stacking workers on a tile should increase the amount that is being collected of a resource, if a worker is collecting iron from an iron mine then 2 workers stacked on that mine should increase. This could also be technologicly limited.

acces to rescources , one thing that has bothered me is there no such thing as a trade road ,shipping lanes ,port towns ,etc.
My thinking is there should be a limit on how much rescource can be transported on a road or port .building on top of that road or port would increase the volume of goods that could be transported.This could be balanced out with a maintance cost associated with trade infistructure.
A level one road could transport 8 rescources while a level 2 would allow 16 rescources.This could be aplied to ports as well.

on the subject of luxeries I think that alot of the natural luxerie rescources as well as some of the "growing" rescources could be brought in to the cities and create industries based on luxeries..Textile industries ,this could bring in different types of rescources ,such as cotton ,silk ,flax ,etc and create additional types of luxery rescources by way of textile mills. same could be said of distilleries ,certain types of agricultural resources could be brought in to produce alcohol rescources.

On the subject of trade ,why not have a general pool that exces resources go to and you simply set the selling price,It is purchased on the international open market at the lowest bidder .this should be easy for the AI to understand.
 
I really do like the idea of a central bank for the food your civ produces, but I just don't see how it could be done without loads of micromanagement on the part of the player.

It would make cities dedicated to growing food and nothing else really valuable to your empire, even if they don't have access to hammers, or you don't put down cottages. Actually, it would help to minimize cottage spam everywhere in your empire and would enable cities in inhospitable climates to flourish. You could actually have a Las Vegas now.

But alas, I don't see how it could be done.
 
So, what purpose exactly will corporations have in the expansion? There are already mods out there that allow for the transmutation of one resource into another, so it seems rather redundent to have corps doing the same thing with the quantitative resouces.
 
So, what purpose exactly will corporations have in the expansion? There are already mods out there that allow for the transmutation of one resource into another, so it seems rather redundent to have corps doing the same thing with the quantitative resouces.

Corporations do not use quantitative resources in the upcoming expansion. It's still binary in BtS. And the reason why they're adding it when it's already been added by modders is that they don't make the game only for modders.
 
Correct. Corporations don't use QR, however I was pleased to see they've taken the first steps towards it. From the Info Center page, I gather that certain corporations will need more than one supply of a resource to produce something--I think it was the Ethanol Company that required +2 corn to make +1 oil. Not much in the way of quanta, but it's a start.
 
Gaius Octavius said:
I gather that certain corporations will need more than one supply of a resource to produce something--I think it was the Ethanol Company that required +2 corn to make +1 oil. Not much in the way of quanta, but it's a start.
Actually I have question regarding this.
Is there way to implent this to the game already?

I mean something requiring more than one supply of resource?

And additionally is there chance to make mod that would make each supply of resource supply only one need of resource at a time?
Meaning that if you have one iron resource, you can produce only one swordsman at a time unless you have more than one iron resource?

More of semi-binary system (or something).

Excuse me, my stupid questions but I thought this was good time to ask about it.
 
Well, you'll find out in about a month. ;)

I'm not sure if you can do this using TheLopez's building mod or not, but that might be the place to check.
 
I imagine at this point everybody's waiting for BtS to come out. :) However, I am also very interested to see if anything more has been done.
 
Sorry, yes, I'm waiting for BtS, but I'm also trying to wrap up some other projects before I really sink my teeth into this massive undertaking. I will be working on this with Zebra 9 and anybody else talented with C++/Python who wants to participate.
 
Sounds exciting. Keep us laymen updated :D
 
I just posted this eleswhere but i think this might give you a simplistic way to aproach the task.

exporting food really is not that hard and can be handled with XML and creation of a couple new improvements.

We will take the modern age as example

on the coast you have a city that has fish in its fat cross..
create a building that requires fish in its fat cross to build much the same way that iron works rerquire coal or iron .we can call this improvement fish cannery .this improvement creates the resource of canned fish in the same way that broadway creates music.

This resource carries no benifit however it is required to build a cannery warehouse.This improvement is where you add the food as it increases the food output of the city .I'm not sure where the tag is for increasing the % of output but I know that Sevos mod has the statesman speacial building does just that.If you give these buildings high maitnance cost you balance out the benifit . You can create food pretty simply without fiddling to much with codding.

If you wanted to create quantitive resources than (and here is the part I have no idea how to accomplish)make resources cancel themselves out when they are used,for example ,axman ,when you build this unit it would use a copper resource for that turn that you start building it, if you only have acess to one copper than no other city durring that turn could utilize the copper resource,but if you had 2 copper than an additional axman in another city could build an axman or other copper nececarry unit or improvement.

This as well as an ability to trade for more than just one given resource.In other words if you already have copper within your civ you should be able to trade for more copper.

Then create improvements that take in raw resource and spit out a different resource in quantitive.


This can also be accomplished with livestock and food crops (heres another i have no idea how to do it)there is already a tag for allows irrigation so if there is a way to combine a resource with improvement than you could use this tag to grow resources like hourses, cow , wheat etc.

anyway I hope this gives somebody a new way to think about accomplishing these topcis that keep comming up.
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Your composite resource idea looks to be exactly what we want to implement using the building resource converter. So now you get 1 coal and 1 iron and turn it into 1 steel, for instance. :)
 
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