[GS] resource question

There’s a lot that could be done to make Seaports more fun without any significant rebalancing. Bonus yields to trade routes. Let them build aircraft capacity as a project. Allow units in 9 tiles to heal. Maybe even just more than +1 housing - at that stage, +1 housing is not a big deal.
 
I sort of think they should have had every unit that required strategic resources also require per turn maintenance, and be unable to heal otherwise. I don't know why they left maintenance for only late game units.
 
I sort of think they should have had every unit that required strategic resources also require per turn maintenance, and be unable to heal otherwise. I don't know why they left maintenance for only late game units.

I think it’s done this way so the challenge resource management creates ramps up over time, and so that late game units feel different to early game units.

Not requiring resources to be consumed on healing seems very silly to me, a real missed opportunity for more strategic considerations. Hopefully FXS will reconsider before launch or will tweak in a patch.
 
I think it’s done this way so the challenge resource management creates ramps up over time, and so that late game units feel different to early game units.

Not requiring resources to be consumed on healing seems very silly to me, a real missed opportunity for more strategic considerations. Hopefully FXS will reconsider before launch or will tweak in a patch.

Yeah, not that I've played yet, but I do kind of like the dynamic - early game it's about stockpiling resources to create new units, but late in the game, resource limits are more about how much you can maintain. Healing costs would be nice, but we'll have to play with it to see how necessary it truly is. Having the extra cost to heal at least to me would be a nice balance so that you don't just trade for your 41 iron to get 2 swordsmen and know you're fine.
 
There’s a lot that could be done to make Seaports more fun without any significant rebalancing. Bonus yields to trade routes. Let them build aircraft capacity as a project. Allow units in 9 tiles to heal. Maybe even just more than +1 housing - at that stage, +1 housing is not a big deal.

I mean Seaports are pretty great for what they do in isolation. Faster navies/armadas, more experience, and more gold. However, like all T3 buildings, they are rather underwhelming in impact overall.
 
Stock exchange sucks because it basically reduces something which is so complex and interesting - allocation of capital, international finance, allocation of risks - and just turns it into flat gold. Boring.

All of the mono-yield districts have to fight against this issue. More nuanced districts like the harbour offer more interesting game play opportunities. For the mono-yield districts, you need to work harder to make them interesting.

Looking just at the Commercial Hub and it's districts, the positives are:
  • generates Great Merchant points, who have varied abilities
  • can lead to a trade route (if not taken by the harbour), which opens up lots of game play opportunities
  • Markets and Banks can benefit from City States, which adds interest to the City State mechanism
  • provides special adjacency bonuses in some circumstances (Harbour, Hansa)
With a bit of work, you could add other interesting effects that lessen the degree to which Commercial Hubs are focussed on making gold, and make them more gold+. Other districts getting the same treatment could add gold to their potential output, depending on you choose to play them.

One route to do this is through more optional buildings, so you choose between building A or B (or C) at each tier. Ideally the yields of those buildings would vary based on the map (adjacencies, resources in that city, etc.). The aerodrome would be really well suited for this, with the ability to boost military, gold, tourism, etc. depending on what you add to that district. Other districts could get this treatment, too.

For the Tier 3 buildings, I assume the dev team expects the power system to be a boost to them, both in usefulness and interest level. I don't think it goes far enough, but a step in the right direction is still a good step. I'd like to see "per pop" bonuses come back, and Tier 3 buildings would be ideal for this. As someone noted above, policy cards that benefit specific buildings could potentially work to both boost Tier 3 buildings and give them more interesting game play impact. Something like "Venture Capitalism" could provide Science output from your Stock Exchanges and Gold output from your Universities, for example.
 
So now we do not need iron anymore, some AI will have a stockpile they will sell enough of and I just order 41, 2 swords with my archers will do. Knights are going to be easier now, no more need for an iron mine.
However this strategy will stop you being able to still build chariots and warriors once you have knights and swords. So it sounds like a fair compromise, just sad a heal does not reduce the stockpile, that would be great and to me a proper implementation. 20 iron to get, 9 to upgrade and 1 to repair. Maybe there is an impact I have not thought of.
I've seen in a stream that with swords researched and not having enough iron to produce them the player was able to produce warriors nonetheless. Upgrading warriors cost 20 iron - same as building them.
I got the impression that you still could produce warriors if you WOULD have the iron...
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I'm not so sure about resources being reduced when healing... Seems somewhat tedious and quite Micro to me. A simplification I can live with.
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When talking about out of date resources; well, you could still use them for trade with civs which are behind you in tech. AI should only be inclined to make such deals if it needs the Ressource though :rolleyes:

If my observation has been correct you even might be happily build a swordsman even if muskets would be available in case you lack the necessary niter when in trouble or/and upgrade later when you have enough niter I your warehouse. . ;)

It's a very neat System they came up with. I'm sure FXS and modders can make much more cool stuff with it!
 
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