mjs0
The 4th X
Having read the discussion on this thread about when resources should become visible I think much of the problem is that we the players always have out-of-game knowledge about the future and direct research according to that meta-knowledge. The realities of the in-game situation (i.e. access to resources) don't always end up matching well with that knowledge of possible future capabilities.
So, the following idea occurred to me:
Why not make most early resources (but not e.g. uranium or oil) visible initially as generic bonuses and reveal the actual resource as soon as you are able to research a tech that makes use of that resource.
terms)...
The map would display:
It also avoids the frustration of investing in a tech (because of your out-of-game meta-knowledge) only to discover that your in-game self doesn't have access to the resource that made the tech useful!
This looks like a lot of words to describe the idea, but I am certain that the gameplay would actually be easier to understand than the description of it!!
So, the following idea occurred to me:
Why not make most early resources (but not e.g. uranium or oil) visible initially as generic bonuses and reveal the actual resource as soon as you are able to research a tech that makes use of that resource.
- +1 commerce (precious metals, wildlife, or appropriate plantation resources)
- +1 food (crop, livestock or appropriate plantation resources)
- +1 production (mined metals/quarried goods)
![Civ4 [civ4] [civ4]](/images/smilies/civ4.gif)
The map would display:
- a generic livestock graphic for all domesticatable livestock (cows, horses, pigs and sheep) before researching animal husbandry.
- a generic seafood graphic for all coastal seafood resources (fish, clams, crabs) before researching fishing.
- generic food (banana/sugar) or commerce (the rest) graphics for plantation crops before researching calendar.
- etc...
- Stone or Marble you would need either Mining or Mysticism which lead to masonry
- Copper you would need mining which leads to bronze working
- Iron you would need bronze working which leads to iron working
- Aluminium you would need Assembly Line and Electricity which lead to Industrialism
- Coal you would need Chemistry and Replaceable Parts which lead to Steam Power
- etc...
It also avoids the frustration of investing in a tech (because of your out-of-game meta-knowledge) only to discover that your in-game self doesn't have access to the resource that made the tech useful!
This looks like a lot of words to describe the idea, but I am certain that the gameplay would actually be easier to understand than the description of it!!