fortydayweekend
Warlord
- Joined
- Nov 20, 2009
- Messages
- 241
having to move captured spice "units" back to cities could be unnecessary micromanagement.
Yeah, agreed. I hate micromanagement! I like how water is so scarce in this mod that whipping production isn't as important as it is in vanilla. Being able to leave cities to just produce without having to check happiness every few turns is great

I guess what I'd like to see is spice all over the planet being fought over - but I guess that might just be impossible for the AI.
As for #2, part of this is kindof what we have already. The idea behind the commerce income from spice is that this comes from exporting the resource offworld. We also already have a few resources from happiness and health that are imported from offworld.
Cool, guess I need to play a bit more, I got up to importing units but not resources.
I also prefer the system where spice gives you commerce, rather than directly giving you happiness or health type bonuses.
Yep, that is definitely more "realistic".
But we're already planning to add some other benefits from Spice through wonders, like a Prescience chamber that gives espionage points depending on the number of spice resources you control.
Cool.. I like the idea of increasing benefits based on how much spice you control. At the moment you only really want to harvest the spice that your cities can work as a tile. Increasing benefits would provide an incentive to harvest more - but then there's the opportunity cost later in the game if you use it all up. That's a good dynamic to have in the game - kind of like forests in vanilla, you have to decide how many to chop to get an early lead, but also leave enough for health and the national park in the end game.
We're certainly planning to make spice a little more valuable, since "spice isn't important enough" is one of the common player feedback messages we get.
What about removing cottages? My first impression was they look out of place in the game, and that'd be a simple way to make spice more important.
It'd also encourage a specialist economy which (to me anyway) seems more in fitting with the theme of the game - small outpost fortress towns with specialised workers rather than sprawling cities of merchants.
Other random idea, what about having city borders pop much quicker? Seeing as borders are more about "how far away you can harvest spice" rather than "cultural influence" - culture doesn't seem to make too much sense in the middle of a desert.
