Resources

Brutha2

Chieftain
Joined
Oct 13, 2003
Messages
65
With resources we need more options to changing them. Resources will obviously change in time, ie. whales, ivory and fur being banned from use with ecology, and other resources increasing in productivity in time, with better farming methods and the like.
:beer:
 
I have discussed many of the issues you raise in other posts, but I'll summarise my thoughts here, if you don't mind? :)

1) It should be possible to ban certain resources. After all, as you point out, whales and ivory were once harvested without legal restraint, and cocaine and other opiates were commonly used in 'polite society', yet not anymore.

2) Banning a resource might be done for several major reasons. a) A hostile civ has a lot of that resource, and you want to ban it as a prelude to getting other nations to ban it, too-thus denying your enemy a market for his product. b) You might want to prevent a hostile civ from gaining access to a vital strategic resource-either from other civs or from your own private sector. c) You want to ban a resource so that you can 'make a killing' by trading the resource as contraband.

3) Contraband resources are resources that have been banned, but which are traded anyway. Contraband requires a 'black market' Small Wonder, and these resources can be traded to friend and enemy alike-for much more than you could get from it legally! In addition, contraband resources cause increased crime and corruption in the recipient nation.

4) Like you, I feel that increasing techs should allow regular improvements in your terrain improvements. So, for instance, farms and mines get better at least once per age. Though you would have to pay to upgrade them!

Anyway, hope that helps :)!

Yours,
Aussie_Lurker.
 
I posted this in a number of previous threads...We need forests/jungles to be a resource....it would add a lot of realism...In north america today..everything is made out of the wood...
 
wisewood said:
I posted this in a number of previous threads...We need forests/jungles to be a resource....it would add a lot of realism...In north america today..everything is made out of the wood...


Yep. I am sitting on my wodden chair at my wodden desk typing on my wooden computer :crazyeye:

Just kidding.. lumber should be a strategic resource needed to build early ships and siege weapons. Just like the DYP mod.
 
I didn't think the DyP mod had such a requirement for building ships and the like. Although it would certainly be an interesting concept, it doesn't relate to this threads original point, which is allowing resources to be upgraded. I recently saw a discussion about this and think it would prove useful to allow resources to upgrade to a different type of resource.

For example in the Rise And Rule mod (DyP's successor for Conquests) there are 3 levels of cattle and wheat, these basically are completely separate resouces becuase you can't have more than one resource on a single tile. But it would have been cool to be able to upgrade the lower levels of cattle to the higher levels which give better bonuses based on the technologies researched rather than working around it by making these resources available when the tech was finally researched uncovering the more powerful higher level cattles and wheats. This worked but it cut into the regular bonus resources distribution when generating maps.

Having the bility to disallow certain resources from being included in map generators at the begining and others to upgrade into them will be an invaluable tool for civ modders. And also make for interesting strategies in science research paths in the latter game.

Aussie_Lurker's ideas in this thread are also outstanding ;)
 
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