Resource Refinement

Hunter

Civ Addict
Joined
Aug 12, 2002
Messages
833
Location
Feeding my addiction.
I just finished a game of “Colonization” and one thing I greatly enjoyed was the refined goods and thought of a few things that would be interesting to add to “Resources”.

1) First off unlike Colonization the refined resources should not accumulate or stockpiled, they should act like any normal resource. If you have it/produce it you can trade it.

2) Refined Resources should not be required to produce YOUR units but in some cases will allow the buyer to buy resource appropriate units. Ex: Iron refined to Swords allows buyer of Swords to in fact buy Swordsmen (1 to 1 ratio, one turn/purchase = one unit, number of turns can be set).

3) When a nation that can not see a resource meets one that can, the first nation should be able to see the resource. This will allow them to trade it raw yet not build units that require it till they develop the tech required. This would in allow for nations (like in real life) that only sell resources. The second nation could then (if the proper refinement building is built) sell them the refined goods, as well as build units that require the resource.

4) Each refinement building would require a certain tech to build.

5) The refined product would have higher stats so would be worth more in trade.

6) Refinement buildings would be Small Wonders NOT improvements. This limits their power plus makes the city they are in more valuable strategically.
 
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