Suspiria
Warlord
Resources should be in numbered quantities. For example why should a Gold mine always give you an unlimited amount of gold just from mining it? Realistically you should be able to produce a certain limit from a resource per turn. So instead of an infinite flow of gold from a mine each turn you get ten 10 units of gold from a mine per turn? This way you would need to build up your gold stocks to produce certain buildings/units, or you could stock up the excess, then trade variable quantities to your neighbours.
Im not asking for a complex system, just for it to give you an output for the resources you process.
Numeric quanities also introduce various new and exciting gaming strategies.
Military conquest/expansion/trade would now be vital in order to gain more quanities of mineral resources, instead of just the infinite flow you have now. You could specialise in any or all of these areas of your choosing.
If your resources are attacked/pillaged it wouldnt instantly just cut off the resource to your empire, you would still have the built up stocks in your cities to rely on.
Population/buildings/units would consume certain amounts of resources in a turn, allowing you to build up stocks, or even trade/assist rival civs with resources.
Trade would be more exciting too. Now you could barter with your neighbours for various amounts of resources. Trade routes over land and sea would deliver a certain amount every turn. If a trade route could be pillaged from land or sea(introducing pirates) a certain amount of the resources would be pillaged, not the overall amount.
It could also mean realistically that certain mineral resources dont last forever, hence to maintain your mineral resources you would need to trade for more or expand your empire. Also as each age goes and technology improves, the output of your resources should increase. So in anicent times you may get 10 units of gold from a mine per turn, but in modern times you easily get 200.
Weather/natural disasters should be able to effect the output of your various resources. Also morale and happiness should effect your resource output.
Im thinking also maybe Arms/manpower/slaves should also be a resource and a tradeable item. There would also be certain number of resources you need to build certain military units. So for example a swordsman should be -
1000 manpower
2000 Arms
5 Gold support cost
4 Bags of Food
+ Morale bonus with any alcohol resource
I dont know, i wouldnt like it to be too complex but just change the way each civilization builds things. Maybe hammers is an easy simplified system and they should stick to it, but part of me thinks its just way too easy and un realistic. Like if you get 3 hammers from a forest why would you use this to build a military unit like a tank? You wouldnt use wood from a forest to build a tank now would you. Sure the wood might go to the factory to make the tank, but the wood wouldnt go into the tank directly, you would need a certain amount of metal.
Maybe the micro management would be a bad thing, I just think it offers an exciting new and strategic game play.
What do you guys think?
Im not asking for a complex system, just for it to give you an output for the resources you process.
Numeric quanities also introduce various new and exciting gaming strategies.
Military conquest/expansion/trade would now be vital in order to gain more quanities of mineral resources, instead of just the infinite flow you have now. You could specialise in any or all of these areas of your choosing.
If your resources are attacked/pillaged it wouldnt instantly just cut off the resource to your empire, you would still have the built up stocks in your cities to rely on.
Population/buildings/units would consume certain amounts of resources in a turn, allowing you to build up stocks, or even trade/assist rival civs with resources.
Trade would be more exciting too. Now you could barter with your neighbours for various amounts of resources. Trade routes over land and sea would deliver a certain amount every turn. If a trade route could be pillaged from land or sea(introducing pirates) a certain amount of the resources would be pillaged, not the overall amount.
It could also mean realistically that certain mineral resources dont last forever, hence to maintain your mineral resources you would need to trade for more or expand your empire. Also as each age goes and technology improves, the output of your resources should increase. So in anicent times you may get 10 units of gold from a mine per turn, but in modern times you easily get 200.
Weather/natural disasters should be able to effect the output of your various resources. Also morale and happiness should effect your resource output.
Im thinking also maybe Arms/manpower/slaves should also be a resource and a tradeable item. There would also be certain number of resources you need to build certain military units. So for example a swordsman should be -
1000 manpower
2000 Arms
5 Gold support cost
4 Bags of Food
+ Morale bonus with any alcohol resource
I dont know, i wouldnt like it to be too complex but just change the way each civilization builds things. Maybe hammers is an easy simplified system and they should stick to it, but part of me thinks its just way too easy and un realistic. Like if you get 3 hammers from a forest why would you use this to build a military unit like a tank? You wouldnt use wood from a forest to build a tank now would you. Sure the wood might go to the factory to make the tank, but the wood wouldnt go into the tank directly, you would need a certain amount of metal.
Maybe the micro management would be a bad thing, I just think it offers an exciting new and strategic game play.
What do you guys think?