Resource Limit Notice

Really? I figured after the election mod that the gates were wide open.


So cumulative Commerce and Yield changes? I can do that. As for propaganda, maybe a revolutions modifier? Of course, that makes them useless without Revolutions... Hmmm...

Not if its votes election/pesky senate you are influencing.
 
With new resources, let's try to be creative. Don't give them healthiness or happiness bonuses (unless they really must), come up with a new idea. If I need to add 2, 10 or 100 new XML tags for Resources, so be it. But resources thus far have been pretty much "plain" and "boring" in RoM. Do something original. Invent new modifiers. Because 9/10 times, I can add.

Along the lines of being more creative, would it be possible (just as an example) to do something such as (just drawing stuff off the top of my head) combining Iron and Textile resources with the Armourer building, to equip all units built in that city with a 'chainmail' promotion, providing +X% strength? Things like this wouldn't necessarily be game changing, but interesting and useful enough to make them worth the effort of meeting all prereq's.
 
With new resources, let's try to be creative. Don't give them healthiness or happiness bonuses (unless they really must), come up with a new idea. If I need to add 2, 10 or 100 new XML tags for Resources, so be it. But resources thus far have been pretty much "plain" and "boring" in RoM. Do something original. Invent new modifiers. Because 9/10 times, I can add.

Ok. Can we add any physical resources that appear on the map? If so here are some ideas ...

Physical Map Resources

- Bees [Link]
- Buffalo [Link]
- Camel (Appears in Deserts or Tundra) [Link]
- Chicken [Link]
- Clay (Appears in Marshes and Flood Plains Only)
- Coca [Link]
- Fur Seal (Sea Version of Fur)
- Lumber (Appears in Forests or Jungles Only) [Link]
- Methane or Natural Gas [Link and Link]
- Mushrooms [Link]
- Reeds or Papyrus (Appears in Marshes and Flood Plains Only)
- Seaweed [Link]
- Tin
- Titanium [Link]
- Walrus (Sea version of Ivory)
- Vicuna (Wild Ancestor of Llama's and Alpacas)
- Waterfowl (Appears in Marshes and Flood Plains Only)

Note that some have already been made, thus having their own mesh.
 
1. Oak
gives 10 % :hammers: increase from chopping a forest

2. Titanum
gives a free City Defense 1 promotion for all your infantry units

3. Natural gas
if connected to a city by a pipeline, it can give 10-20 %
increase of :hammers: in such a city.

question: can we have two kinds of infrastructure on one
tile? e.g. railroad and a pipeline?

this idea can be developed for oil as well. Besides it can be
a factor of international relations - owner of the gas could
sell this resource for some :gold: or other assets by providing
a pipeline to the border of our country and building some kind
of interconnector (by workers) so our neighbour (or neighbours)
can use it for the sam :hammers: benefit

In case of war, destroying a pipeline connection (as the defense
of it) would be crucial strategic factor.
 
With new resources, let's try to be creative. Don't give them healthiness or happiness bonuses (unless they really must), come up with a new idea. If I need to add 2, 10 or 100 new XML tags for Resources, so be it. But resources thus far have been pretty much "plain" and "boring" in RoM. Do something original. Invent new modifiers. Because 9/10 times, I can add.

resources becoming boring? bring in a bit of a twist: since we do not have any real source of unhealthyness and it's hard to have unhealthy large cities i suggest the following new resource modifiers - for example for alcohol or any other drugs:

Alcohol:
+34% :yuck: per city population size (with tavern)
+20% :thumbsup: per city population size (with tavern)
+1% :gold: per city population size (with tavern)

means for a size 15 city with alcohol and a tavern building:
15 * 34% = +5 :yuck:, 15*20% = +3 :thumbsup: and 1% * 15 = +15% :gold:. it's effectivly a trade of :yuck: for :gold: and happyness.

aternativly:
+1 :yuck: per resource (with tavern)
+1 :thumbsup: per resource (with tavern)
+1% :gold: per resource (with tavern) (this bonus could be applied to luxury resources like gold too)

so you need look out not to produce more alcohol than it's healthy for your population.

------------------------------------
and for fueling resource types:
+10% :hammers: with certain production building (factory?)
+2% :yuck: per :hammers:

so a city with 100 :hammers: production each round gets +2 :yuck:

------------------------------------
for fertilizer type resources:
+1 :food: on every tile around the city with a farm (with a certain building). consumes one resource
 
question: can we have two kinds of infrastructure on one
tile? e.g. railroad and a pipeline?

this idea can be developed for oil as well. Besides it can be
a factor of international relations - owner of the gas could
sell this resource for some :gold: or other assets by providing
a pipeline to the border of our country and building some kind
of interconnector (by workers) so our neighbour (or neighbours)
can use it for the sam :hammers: benefit

In case of war, destroying a pipeline connection (as the defense
of it) would be crucial strategic factor.

The same would be nice for power lines and water pipes.
 
A few ideas in regards to resources:

Hemp - Hemp makes rope, and while a rope resource isnt really needed, having hemp as a resource should really give a boost towards production of wooden ships, like obsidian and copper does for spearmen.

Volcano event - This event should bring about the spawn of a Volcanic Ash resource. This should be useable in glassmaking, as well as enabling an ancient form of "cement mill" which increases building production speed by quite a lot in the classical age. Think the romans and coliseum. This resource should be rather strong, but then it should also only spawn via the volcano event, which in turn might need to be made more common.

Mercury - While its really dangerous in general, mercury has had its uses during history, quite reliably as a way of pressure measuring. Revealed by Thermodynamics, it should give a bunch of unhealthiness as well as a rather big science increase from universities and alchemists labs.
 
A few ideas in regards to resources:

Hemp - Hemp makes rope, and while a rope resource isnt really needed, having hemp as a resource should really give a boost towards production of wooden ships, like obsidian and copper does for spearmen.

Volcano event - This event should bring about the spawn of a Volcanic Ash resource. This should be useable in glassmaking, as well as enabling an ancient form of "cement mill" which increases building production speed by quite a lot in the classical age. Think the romans and coliseum. This resource should be rather strong, but then it should also only spawn via the volcano event, which in turn might need to be made more common.

Mercury - While its really dangerous in general, mercury has had its uses during history, quite reliably as a way of pressure measuring. Revealed by Thermodynamics, it should give a bunch of unhealthiness as well as a rather big science increase from universities and alchemists labs.

Hemp also was used to make sails, but maybe silk could increase build time of ships but increase their speed because silk sails greatly increase movement speed because they can catch lighter winds
 
@Sporhund

Hemp is already a resource in RoM.

-----------------

Some more ideas ....
- Perfume

I am not sure how detailed we want to go so here are some ideas where we could go into more detail ...

Electronics
- Radios (Enabled by Radio)
- Telephones (Enabled by Telegraph)
- Televisions (Enabled by Mass Media)
- Computers (Enabled by Computers)
- Software
- Cell Phones

Appliances
- Ovens
- Refrigerators (Enabed by Refrigeration)
- Microwaves (Enabled by Radar)
- Dishwashers
- Washers and Dryers
- Toaster

Also should we go into detail with weapons such as bows or arrows? Or swords or specific firearm types like riffle, musket, machine gun, etc?
 
An updated list ...

Physical Map Resources

Minerals
- Borax
- Clay (Peat Bog or Flood Plains Only)
- Platinum
- Mercury
- Methane
- Sand
- Tarpit
- Tin
- Titanium

Plants
- Bamboo (Forest and Jungle Only)
- Chocolate (Jungles Only)
- Coca (Jungles Only)
- Coconuts (Jungles Only
- Mushrooms
- Papyrus (Flood Plains Only)
- Rattan (Jungle Only)
- Seaweed (Coasts Only)
- Wood (Forest and Jungle Only)

Animals
- Bees
- Buffalo
- Camel
- Chicken
- Fur Seal (Oceans and Coasts Only)
- Monkey
- Parrot
- Turkey
- Walrus (Oceans and Coasts Only)
- Vicuna (Wild Ancestor of Llama's and Alpacas)
- Waterfowl (Peat Bog and Flood Plains Only)
 
Sweatshops?

Could work. I could also do Textile Mill (Tech: Industrialism, Obsolete: Never) now that I had more time to think about it; that way I can incorporate Chemicals (artificial dyes), which were very important in the Second Industrial Revolution.

Now I really have to get to work on a new version of Early Buildings.
 
resources becoming boring? bring in a bit of a twist: since we do not have any real source of unhealthyness and it's hard to have unhealthy large cities i suggest the following new resource modifiers - for example for alcohol or any other drugs:

Alcohol:
+34% :yuck: per city population size (with tavern)
+20% :thumbsup: per city population size (with tavern)
+1% :gold: per city population size (with tavern)

means for a size 15 city with alcohol and a tavern building:
15 * 34% = +5 :yuck:, 15*20% = +3 :thumbsup: and 1% * 15 = +15% :gold:. it's effectivly a trade of :yuck: for :gold: and happyness.

aternativly:
+1 :yuck: per resource (with tavern)
+1 :thumbsup: per resource (with tavern)
+1% :gold: per resource (with tavern) (this bonus could be applied to luxury resources like gold too)

so you need look out not to produce more alcohol than it's healthy for your population.

------------------------------------
and for fueling resource types:
+10% :hammers: with certain production building (factory?)
+2% :yuck: per :hammers:

so a city with 100 :hammers: production each round gets +2 :yuck:

------------------------------------
for fertilizer type resources:
+1 :food: on every tile around the city with a farm (with a certain building). consumes one resource

The problem with resources that provide raw unhappiness/unhealthiness is that the AI will not work them. This was tried in earlier versions of RoM. There would need to be some AI code changes for it to work.
 
With new resources, let's try to be creative. Don't give them healthiness or happiness bonuses (unless they really must), come up with a new idea. If I need to add 2, 10 or 100 new XML tags for Resources, so be it. But resources thus far have been pretty much "plain" and "boring" in RoM. Do something original. Invent new modifiers. Because 9/10 times, I can add.

So does this mean that you will be editing the resource panel in the city screen to show all these new effects?:mischief: The current three lists for strategic, happy, healthy will be inadequate.
 
So does this mean that you will be editing the resource panel in the city screen to show all these new effects?:mischief: The current three lists for strategic, happy, healthy will be inadequate.

Sure, why not? I already have added new widget types to the game, for corp and promotion obsoletes, amongst other things. I think you'd be amazed by the number of changes I have made in the back end of the game. :mischief:
 
Sure, why not? I already have added new widget types to the game, for corp and promotion obsoletes, amongst other things. I think you'd be amazed by the number of changes I have made in the back end of the game. :mischief:

Not really:mischief:, I was young once too ;) many decades ago.
 
Afforess! You have opened Pandora's box!

*imagines civs locked in an eternal struggle over the supply of toasters*
 
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