Resource System

IncurableVirus

Chieftain
Joined
Jul 19, 2010
Messages
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Hello all! IncurableVirus here. This is my second thread, topic being resources! I'm going to provide my alternative system to how I believe resources should work.

In Civilization, when a resources is collected, it is distributed to the entire empire. This means that a single source of a resource can supply an entire nation. I find this very unrealistic and in need of an overhaul. So here we go!

As you all probably know, there are strategic resources, luxury resources, and bonus resources. If you dont know this stuff, you might want to look them up and then come back!

I propose a few changes to each specific type of resource, I will start with strategic resources, then luxury, followed by bonus. For this idea to work, workers will need to be created more easily from cities and towns.

Strategic resources. First, "deposits" where horses, iron, uranium, rubber, and the like should be assigned a size. When they are discovered, the player will be able to see the "size". This size can be small, medium, or large. The size will determine the number of "units" of a resource are in any given deposit. When these units run out, the deposit runs dry. Through technoloy, (such as deeper drilling) players will be able to discover new deposits of resources that are deeper then what their civilization was previously able to reach, lowering the chance that a player runs out of deposits. Now each site can be improved. Ores gets mines, oil gets wells, and horses get ranches. Workers will make these improvements. The best way to explain how a deposit will be used once improved is through an example. So lets use an iron mine for an example!

First, a worker will need to improve the site. Once this is done, a single worker can begin to mine iron ore. Researching certain technology will let the player increase the number of workers that can work a mine up to three workers. These workers will extract iron each turn and store it within the facility. Additional technology can be researched to increase the mines storage capacity. On these improvements, iron ore is mined and stored. If this is a small deposit, lets say it contains 500 units of iron ore and each worker can extract 5 units per turn. A mine with three workers will deplete the deposit in 34 turns. All this mined ore is stored at the iron mine in a storage center. And thats it! That is all there is to mining strategic resources.

One is probably wondering how cities will use resources, have no fear, I shall explain it now! When a city commissions a building or a unit for construction, should said project need iron from our deposit, they will be able to take it from the storage facility at the mine. The unit will still be made based off hammers within the city limits but now will require an amount of iron from an iron mine and not just access to the resource. So lets say that a city needs 50 units of iron for a swordsman. The city will need to collect iron from a mine to supply the swordsmen.

Wow thats it? You betcha. The point of this is to give an amount to the resources. By doing this, the door is opened to implement new technology as well as fuel players to build empires. Previously, Civilizations could sit with a single source and be fine. With this, the game will become more realistic in that players will need to secure large areas of land to secure a nation that is self sufficient.

Luxury resources. These will work in the same way that strategic resources work. These sources do not have a size because they do not run out. This is because these resources are renewable resources, unlike strategic resources which are not renewable (except horses and rubber). Other then this, they work the same as strategic resource deposits in that they beging with one worker and can be improved. These resource are not stored at the facilities in which they are extracted, but shipped directly to cities.

How much of a luxury resource is needed to supply a city?

It all depends on the size of each city. The larger each city is, the more of a luxury resource will be required to supply all the population. Depending on the percentage that is met will determine how much happiness will be generated in the city.

How do I determine how much of a luxury I want to go to each city?

By selecting the improvement that works a luxury resource, the player can determin how much of the output they want to go to each city, or have the computer decide for them. This will let the casual crowd play without the need to pay attention but the detailed gamer to more control they possessions with a noticeable effect.

Bonus resources. These work the same way as strategic and luxury resources and that is all that can really be said. Things such as cows are renewable thus are treated like luxury resources. Things such as gold are not and are treated like strategic resources.

What is the point? It sounds complex and hard to manage and it wont change much.. It is not complex! so dont worry. Its a simple way to add value to resources and make things such as settlement positioning and empire growth more important. If it feels overwhelming, re-read some parts and try to understand it. It is not that hard. The thing that gets me the most out of anything is when people comment that something is to complicated when it really is not!

* POST any and all related questions so I can edit in a Q&A section! I cant think of every question you may have while reading so let me know so I can edit it in!

Questions and Answers
1)

Signed,
Virus

EDIT: Edited for spelling 1/8/11_1:14EST
 
I think it could be done in a much simpler manner. You could put a turn limit on all resources that are on the map and once you first tap that resource, the timer starts and once the # of turns run out the resource will disappear
 
I think it could be done in a much simpler manner. You could put a turn limit on all resources that are on the map and once you first tap that resource, the timer starts and once the # of turns run out the resource will disappear

I'd have to say that is to simple. On one side, you could tap a resource, but not use it. So if im not constantly producing swordsmen when I have an iron mine, I am wasting the resource. What happens when I decide I want to start creating swordsmen but my timer ran out? In additon, that would allow for a single outcropping to fuel the creation of an unlimited amount of swordsmen for as long as the resource has time on it.

This only sounds complicated. In actuality you dont even have to do anything. Automated workers will improve the mines and cities will take what they need automatically. Its not some complicated and massive change, if anything its easier. Doing this would mean there would have to be more resource deposits, making gathering of resources easier as they are more abundant. One source cant provide for a huge nation anymore

Signed,
Virus
 
How about a true Terra-Forming concept that basically expands Unit/Buildings dependency over much more resources than simply some (rare or not) strategic tiles... such as what is exposed in this file?

Nothing i hate more than a freely roaming bunch of Destroyers without Oil preqs (to build *AND* to operate by consuming real fuel amounts!) and the infinite supply of Uranium to re-build any & all Nukes once used. There's got to be a rational limit to available resources, at least for most of them.
 
I love this idea. I'm quite convinced that quantifiable resources is the way to go. What you have described is pretty much the idea as outlined in this thread, which you'd probably be interested in reading.

I'll just quote myself on what I think would be a good way to implement bits of this idea:
Time for some mathematics!

Resource depletion:
Every tile with a resource is assigned a value (v) of that resource, which is depleted by a certain amount (n) each turn it is used. 0≤v≤100. The cumulative number of turns it has been used will be t. This amount would be some function of t, multiplied by the number of population points connected to the resource (p), divided by the number of tiles that are producing that resource (m). So, n = pc/m, where c is some constant. 0≤pc/m≤0.008v, so that the resource would at least last 125 turns of use. So, the amount depleted would be ptc/m, whereby t≥125. Now, let y = the amount of resource left. So, y=v, when t=0. Then, after t turns, y=v-(ptc/m).

This would ensure that resource depletion takes into account the number of people using the resource, and the number of turns it is being used for. pc/m would be variable for the duration of the game, with the number of cities using the resource, and the number of resource tiles being worked, changing over time.
 
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