Revealing Resources

I had this idea of "half-revealing," if that makes sense. From the start, resource tiles would have generic icons for different resource groups (plantation resources, animals, quarry resources, etc.), with text saying something like "Our scouts found some precious stones (or wild animals/bountiful plants) here, but we have no way of extracting (or hunting/harvesting) them." When you hit the prerequisite tech, the resource would be fully revealed. So you'd know there's something there and have an idea of the type (i.e. improvement needed) without knowing the exact resource.

I think this would be the best balance of fun, immersion, and convenience. Some resources (deep mines, offshore oil) probably need to stay hidden longer, and I'm not sure if resource categories would fully align with shared improvements in-game.

Seemed like a lot of work for a modmod, but I'd be willing to do it if there's interest. If anyone wants to iron out the details and draft a proposal, I'll sponsor it.
 
Rather than my starting location, what I dislike about the hidden resources is that it makes tech research random. My first few techs have a randomized reward. I don't think that is a good thing.


I had this idea of "half-revealing," if that makes sense. From the start, resource tiles would have generic icons for different resource groups (plantation resources, animals, quarry resources, etc.), with text saying something like "Our scouts found some precious stones (or wild animals/bountiful plants) here, but we have no way of extracting (or hunting/harvesting) them." When you hit the prerequisite tech, the resource would be fully revealed. So you'd know there's something there and have an idea of the type (i.e. improvement needed) without knowing the exact resource.
This would be ideal imo
 
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