Resources

Perhaps approach this issue in two steps:

1) Use the 3 SMAC/X resources as simple tile modifiers. This allows for early (easy?) implementation and perhaps offering feature testing options.

2) Once we have a better grasp on the features and balance in the mod we should re-work the entire resource system to match our vision.
 
Some additional thoughts:

- Have variations of the 3 base resources. This could be used in different ways. For example, the Civ4 model where copper and iron (same resource "type") both confer a hammer bonus to the tile; have small/medium/large resources for different tile yields, or a full Civ4 system where each variant counts as a "special resource".

- Have fossil fuel resources that deplete after a set number of turns. This could add a starting boost or even be dependent on faction (e.g. Yang gets a hammer bonus, Morgan gets a commerce bonus, and Deirdre gets a happiness penalty). Boost resources could be tied to specific starting technologies (or technology paths) and may randomly appear later in the game (only to deplete after maybe 30 turns).
 
Some additional thoughts:

- Have variations of the 3 base resources. This could be used in different ways. For example, the Civ4 model where copper and iron (same resource "type") both confer a hammer bonus to the tile; have small/medium/large resources for different tile yields, or a full Civ4 system where each variant counts as a "special resource".

- Have fossil fuel resources that deplete after a set number of turns. This could add a starting boost or even be dependent on faction (e.g. Yang gets a hammer bonus, Morgan gets a commerce bonus, and Deirdre gets a happiness penalty). Boost resources could be tied to specific starting technologies (or technology paths) and may randomly appear later in the game (only to deplete after maybe 30 turns).

Really interesting the idea of a "penalty" for resources that other gain. I think I'm kinda liking the Civ-based resource bonuses/penalties. It would probably be a pain to balance, but hey, that's what playing the game is for!

I also just want to say that I've thought before about having a "surveying" unit that you could use to try to "find" some untapped resources, with a random chance of surveying and finding something. I'd also just like to say that I think that this is a boring idea, so if anyone else has it, you already know my opinion :P
 
Landmarks are fine, but I'm speaking of an actual resource that could be worked call "Archeological Dig" that would give happiness or gold or something new.

Another possible implementation:

It would be nice if the Progenitor-themed and Resonance techs weren't directly researchable the normal way, but instead a bonus from studying Progenitor artifacts. These Progenitor tech wouldn't be necessary to go up the tech tree, but perhaps an alternative to the classical Psi tech branch with some unique goodies, such as resonance lasers etc.

So how about an archeological artifact resource as you suggest, which doesn't provide a direct bonus, but which allows the construction of some Archeological Lab (one per artifact resource you own), which gives some Great People points for some GP which can only be lightbulbed to get some Progenitor techs (or perhaps upgraded to a Battle Ogre :cool: )?

Okay, the mechanic is a bit complex, but unfortunately I can't see another way to convert artifact sites into Progenitor techs.
 
Another possible implementation:

It would be nice if the Progenitor-themed and Resonance techs weren't directly researchable the normal way, but instead a bonus from studying Progenitor artifacts. These Progenitor tech wouldn't be necessary to go up the tech tree, but perhaps an alternative to the classical Psi tech branch with some unique goodies, such as resonance lasers etc.

So how about an archeological artifact resource as you suggest, which doesn't provide a direct bonus, but which allows the construction of some Archeological Lab (one per artifact resource you own), which gives some Great People points for some GP which can only be lightbulbed to get some Progenitor techs (or perhaps upgraded to a Battle Ogre :cool: )?

Okay, the mechanic is a bit complex, but unfortunately I can't see another way to convert artifact sites into Progenitor techs.

Maniac, this is a brilliant idea! Simply brilliant!
 
If we want to add "rockiness" it might be possible via resources.

We need to make sure we can have multiple resources at a single tile, though. I don't know it that is possible. Alternatively we need to do 3 of each base resource (normal, rolling and rocky).
 
Would it be possible to do a resource prototype? Implement somthing like this:

Nutrient: +2 food
Energy: +2 commerce
Mineral: +2 hammer
Monolith: Negates tile output and provides +2/+2/+2; additionally, gives visiting unit +5 XP (only once per unit and no additional XP from other Monoliths).
Progenitor Artifact: Negates tile output and provides +5 energy. Acts as "tradeable" resource and allows for a Progenitor Lab as per Maniac's suggestion. (Lab could be powered by the resource... or something.)
 
Not to interrupt this train of thought Rubin, but your powered got me thinking about power. I never play Vanilla Civ4 long enough to use power, but are we going to use it here? Maybe for the Energy Grid somehow?

I'd like a Resource prototype as well.

But we are planning on using strategic and luxury in Planetfall, correct? Not just the big 3.
 
But we are planning on using strategic and luxury in Planetfall, correct? Not just the big 3.

I am undecided on this issue. However, there were some viable ideas at Apolyton on how strategic resources could be balanced--which is my main concern.
 
Just a link back to 2005 when Maniac first called for scifi resources. ;)
http://www.apolyton.net/forums/showthread.php?s=&threadid=139856

It gives a few more ideas/hints.

I do have a question on the specialist thing tho: if only specialists in bases can give hammers/beakers/commerce, how do you represent a resource tile like aluminium/bauxiet being worked to gain the basic material so to speak?
Wouldn't it be better to let the resources handle the graphic representation of it being harvested, but the specialists are needed to produce the available production stuff? Like without an engineer the factories can't construct facilities/units, without a doctor units don't heal in bases and population is more sick/less healthy, without a shrink/entertainer people are less happy?

So I would say keep the mineral/nutrient/energy visual representation on the map, but let the type of specialist in a base enable how much of that raw income is diverted to production/food/money/research.
I suppose you need two different sets of icons then: the mineral/nutrient/energy icons "on the field" and beakers/hammers/coinage/bread icons on the cityscreen.
 
From rereading that thread, I guess "Rare DNA" or "Medicinal Flora" or something could be a resource which is revealed by Biogenetics and provides extra health with a Clinic and Research Hospital.

I don't think we're going through with the suggestion of splitting up raw materials and production power. I guess one could assume a mine already includes the human and robotic production capacity to convert the raw materials into a finished product. And that a specialist providing hammers represents an alternative production method for something which doesn't require the usual raw materials.
 
Neutronium is deteriorated matter so to speak, it can be obtained in the core of neutron stars and nowhere else.
 
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