A lot of people ask for copper to be made into a strategic resource, but that would cause all sorts of balance problems. The quicker and more effective solution is to rename the resource. What luxury name could we replace it with?
I don't think renaming it makes much sense, the ressource still looks like a metall and also with the mine, not? Also, it has been used as a luxury ressource, from bronze masks to the green church roofs that are so very common around here...
I do think it would make sense as an equivalent to marble. Copper may be used in a wide range for military technologies, to hardened swords, spear tips, as rams for ships, later on in armouries and so on. Marble isn't also used up in every wonder we build, but we still accept the shortcut in that it lowers building time.
I also think it would help the gameplay. If I see a marble ressource, I do think of building a wonder I normally wouldn't. Maybe if I see a copper, I decide to make that my army producing city or produce one more scout or caravel since the copper makes the build time faster. So my idea was that copper gives +15% to all unit production in that city, just like marble. If that isn't feasible, I really don't care either way
As for other candidates for renaming copper, while writing this I had another idea: Quicksilver. The english wikipedia site sums it up nicely in their history section
Spoiler:
Mercury was found in Egyptian tombs that date from 1500 BC.[9]
In China and Tibet, mercury use was thought to prolong life, heal fractures, and maintain generally good health, although it is now known that exposure to mercury leads to serious adverse health effects.[10] One of China's emperors, Qín Shǐ Huáng Dì allegedly buried in a tomb that contained rivers of flowing mercury on a model of the land he ruled, representative of the rivers of China was killed by drinking a mercury and powdered jade mixture formulated by Qin alchemists (causing liver failure, mercury poisoning, and brain death) who intended to give him eternal life.[11][12]
The ancient Greeks used mercury in ointments; the ancient Egyptians and the Romans used it in cosmetics which sometimes deformed the face. In Lamanai, once a major city of the Maya civilization, a pool of mercury was found under a marker in a Mesoamerican ballcourt.[13][14] By 500 BC mercury was used to make amalgams (Medieval Latin amalgama, "alloy of mercury") with other metals.[15]
Alchemists thought of mercury as the First Matter from which all metals were formed. They believed that different metals could be produced by varying the quality and quantity of sulfur contained within the mercury. The purest of these was gold, and mercury was called for in attempts at the transmutation of base (or impure) metals into gold, which was the goal of many alchemists.[16]
Hg is the modern chemical symbol for mercury. It comes from hydrargyrum, a Latinized form of the Greek word Ύδραργυρος (hydrargyros), which is a compound word meaning "water-silver" (hydr- = water, argyros = silver) since it is liquid like water and shiny like silver. The element was named after the Roman god Mercury, known for speed and mobility. It is associated with the planet Mercury; the astrological symbol for the planet is also one of the alchemical symbols for the metal; the Indian word for alchemy is Rasavātam which means "the way of mercury".[17] Mercury is the only metal for which the alchemical planetary name became the common name.[16]
The mines in Almadén (Spain), Monte Amiata (Italy), and Idrija (now Slovenia) dominated mercury production from the opening of the mine in Almadén 2500 years ago, until new deposits were found at the end of the 19th century.[18]
I would add, that apart from questionable beauty rituals, tomb decorations and scientific "experiments", it was also used as part of medicine, Paracelsus for example. Of course, those flow together nicely. Quicksilver would look grey (and not "bronzeish") but I guess, that's minor. The icon would be wrong then though.
I'm not sure what alternative I would suggest based on the icon alone...
A lot of people ask for copper to be made into a strategic resource, but that would cause all sorts of balance problems. The quicker and more effective solution is to rename the resource. What luxury name could we replace it with?
Would turning it into a bonus resource cause balance problems? In that regard it would be no different to stone-a nice little bonus to production in any terrain that it appears, esp. if you build a mine.
Also on the issue of existing resources, I think truffles should be renamed to either wild boar or pigs, which then would be a bonus resource requiring either a camp or a pasture. IMHO, we now simply have too many luxury resources which, when coupled with happiness effects from religion, make happiness too easy to manage!
Yes, finding some speed bonus on building certain units/buildings seems to be a good solution about the copper strategic role
Happiness indeed a bit too easy in the late stages now with GK imo, but I don't think that removing one luxury is a good solution. Especially for the tall empires.
I'd more like to tend to additional :c5 angry: penalties:
+1 for each 12 city
one additional for the 20 cities, and so on..
+2 for having less than two trade routes upon modern era, +1 for less than 3
...
Last game I played I was confined on a small Island and thus rised a tall empire with only 3 cities of 18 24 and 26 , I was round 80 most of the time and reached 102
Most of the overload of is mainly caused by the fact it's much more easier to be allied with city-states and usually,each allied city-state gives +4 ,except when you already have a supply of that luxury resource . Perhaps one thing it could be done to nerf this overload of is to remove the luxury resource that every city-state have in its border . Obviously,the only kind of city-state which can keep with the normal luxury resource(along with the special luxury resource) is the Mercantile city-state .
Also on the issue of existing resources, I think truffles should be renamed to either wild boar or pigs, which then would be a bonus resource requiring either a camp or a pasture. IMHO, we now simply have too many luxury resources which, when coupled with happiness effects from religion, make happiness too easy to manage!
Most of the overload of is mainly caused by the fact it's much more easier to be allied with city-states and usually,each allied city-state gives +4 ,except when you already have a supply of that luxury resource.
in that particuar game, you can see where my extra happiness comes from
Spoiler:
26 from Protectionism (+2 for each luxury)
24 from city states (mercantile cs, 5allied 1 friend)
12 from other sources (patronnage policy, +50% from gifted luxuries)
maybe too many different resources for a standard size map ?
You might also note how many strategic resources I have.. with only a 3-cities empire
I opened another thread about that. I think that CS should give you only half their SR (more realistic), and the "+100% quantities from CS" policy is too much also.
Mercantile City States:
+4 when friends
+5 and their unique luxury (jewelry or porcelain) when allied
I'm not going to change the classification of resources, for a few reasons. If there's a problem with realism the simpler solution is to change the name of the resource.
I estimate changing copper to a strategic resource would require several hundred of hours of work to implement and balance. The classification of resources is very built into the game, so the impact of such a change would be overwhelming. Firaxis can do it because they have a big team. I just don't have the free time to take on a change of that magnitude.
The guy who wrote the map generation code carefully balanced each luxury resource to appear in specific types of terrain. Changing resources would mess up lots of things in the map generation file, which is huge at over 11000 lines of code. Many aspects of happiness rely on a specific quantity of luxuries available per player, so we'd need to rebalance happiness. Adding or removing strategic resources requires finding units to consume those resources, then balancing the units among themselves, which would involve completely redesigning unit balance through most of the game. There's also the problem that copper wouldn't have a unique role. For the first half of the game, iron supplies slow-units and horses supply fast-units. It's a clear dichotomy that doesn't have a third "direction" on the scale.
Adding a unit production bonus from nearby copper is more feasible than changing its resource type. I estimate it would take ~10 hours to code and test.
I believe the number of resources on a standard-sized map did not change between vanilla and G&K. Looking at the map generation code, it appears to randomly selects from a larger pool of possible resources, but the number of types chosen for the map is the same. It's sort of weird because it creates a list of disabled resources to not use, instead of a list of resources to use. I'm rather sleepy right now so I could be mistaken... double-negatives like that are confusing and I try to avoid them.
Adding a unit production bonus from nearby copper is more feasible than changing its resource type. I estimate it would take ~10 hours to code and test.
Amber? Used in perfume, jewelry and (less successfully) medicine. It's was mined... perhaps more than salt was, proportionally. Often found along coasts or associated with coal, so if you want an excuse for another island resource you've got one.
(It could also give a bonus to create the Amber Room World Wonder.)
@mitsho
10 hours is actually not a super long time: the opportunities system in vem took about a hundred hours. The reason for the time investment is no capability to do that type of bonus currently exists in the game, so I'd have to write a new one in lua code. Creating new tools usually takes a few hours to reverse-engineer from Firaxis' work, then a few more hours to debug, followed by implementing the tool for whatever task is needed.
Right now, Marble is the only luxury with a 'special' bonus, excluding a few building-specific bonuses. (Eg. Incense with a monastery). I like resources to be more 'special'.
Incidentally, would you consider adding the More Mercantile Mod by Sukritact, that adds extra mercantile resources (eg. Tobacco, Glass, Manuscripts, etc.)?
It serves two purposes:
1. Makes mercantile CS's provide more happiness than they already could.
2. Variety is fun!
Incidentally, would you consider adding the More Mercantile Mod by Sukritact, that adds extra mercantile resources (eg. Tobacco, Glass, Manuscripts, etc.)?
IMO there's already plenty of happiness resources. Maybe too many. But here's my idea for more happiness resources:
Create a few Wonders that make a few unique resources available for trade. Murano Glassworks, say, that gives the owner 2 Glass. So the result is +4 Happiness, up to 8 or 10 if traded.
Create a few Wonders that make a few unique resources available for trade. Murano Glassworks, say, that gives the owner 2 Glass. So the result is +4 Happiness, up to 8 or 10 if traded.
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