Resource depletion

Mouthwash

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What effects does this option have? If I uncheck later, will the effects be reversed?
 
What effects does this option have? If I uncheck later, will the effects be reversed?

Resources have a chance of running out. So the resource will be removed from the map. Once removed that is it so unchecking it will only stop existing resources depleting and not restore ones that have been depleted. When I first tried this out I found it very irritating because it would seem to always be the resource that you only had one of that would disapear. :)
 
This has always been one of my favourite features. Although along the development of C2C I've not always been sure that the newer resources had been included into the system. I always thought that no one really cared for this feature, but seeing that hydro likes it can I assume that all new (relevant) resources have indeed been implemented? And that the feature isn't going to be abandoned?
 
This has always been one of my favourite features. Although along the development of C2C I've not always been sure that the newer resources had been included into the system. I always thought that no one really cared for this feature, but seeing that hydro likes it can I assume that all new (relevant) resources have indeed been implemented? And that the feature isn't going to be abandoned?

Well, he would have to tell me so I could put the values in, unless he does it himself, because I haven't.
 
No. I have no idea how that works. So yeah new map resources would have to be added if they don't automatically do it.

In short, DH please to do it (when you have time).

I like resource depletion too, as long as only those resources that realistically might deplete are included in this. I wouldn't want the renewable resources like corn, cows, timber, etc depleting. I believe it was really intended and originally implemented only for those non-renewables like gold, oil, etc.
 
Probably not the perfect place to put this buts it's about resources so what the heck.
I don't get why you know of theirs some jews and metals in your lands and your opponents with mining for them first
 
Always hated it, myself - can it lead to some resources being removed entirely from the map? In my gigantic perfectmongoose map, for example, there's a total of 2 platinum resources in the entire world.
 
Always hated it, myself - can it lead to some resources being removed entirely from the map? In my gigantic perfectmongoose map, for example, there's a total of 2 platinum resources in the entire world.

Which reminds me; platinum was considered a nuisance up until the 18th century, so while it is being reveled at the correct time shouldn't it and its contribution to buildings etc not happen until much later? @Hydro
 
Well according to wikipedia Platinum was used in Pre-Columbian Mesoamerica as "white gold". So at least some cultures were using it earlier in their development. I think its fine leaving it where it is.

We must have been reading different Wikiperia.:confused: The one I read said that is was bubbish until it could be worked which needs arsnic.
 
The metal was used by pre-Columbian Americans near modern-day Esmeraldas, Ecuador to produce artifacts of a white gold-platinum alloy. The first European reference to platinum appears in 1557 in the writings of the Italian humanist Julius Caesar Scaliger as a description of an unknown noble metal found between Darién and Mexico, "which no fire nor any Spanish artifice has yet been able to liquefy."

Thus like Bronze is an alloy of mostly Tin and Copper they used Platinum with Gold to make a "White Gold" alloy.

EDIT: If you want we could move it up to Bronze Working or Metal Casting.

EDIT2: Never mind it says its triggered at Iron Working. That is even past that. Sounds like its fine then.
 
I provisionally like the idea of resource depletion, but only if it's offset (to an extent) by discovery of new resources. I don't just mean by mines randomly discovering a new mine/quarry resource with a 1 in 10000 chance, but by a great farmer type unit.

However, not the way great farmers work now. Mineral resources aren't plants and animals. You can't go out and choose to discover oil in this particular plot of land. The Orbis modmod for Fall from Heaven had a prospector type unit, which is what I'm thinking about. He could be sent out and randomly discover new resources. However, he had a chance of failing, or digging up an ancient demon or something (like Moria in LoTR). Probably not something for C2C, but he could instead trigger an earthquake or volcano, or cause a chemical spill that produces fallout or damages the land itself (lush>grassland>plains etc). Also, he could only use his ability when the square he was in and all surrounding squares were absent of resources of any sort. This prevented the map being literally covered in resources. I think the whole thing was done in python and utilised FFH's spell system.

If something like this was done, perhaps it could look at all the resources currently on the map, and give a higher probability of discovering those that are rare or absent. And, it almost goes without saying, the AI would have to be able to use it. I WANT my opponents to have tanks and planes and battlecruisers.
 
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