Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
Englor, to be honest I didn't fully understand most of what you wrote. It's just that seeing your mention of more detailed resource management reminded me of my other ideas for improvements. 

Skallagrimson said:Englor, to be honest I didn't fully understand most of what you wrote. It's just that seeing your mention of more detailed resource management reminded me of my other ideas for improvements.![]()
Palantir30 said:Some way to distribute food between cities so that a breadbasket city can supply commerce or production cities with food to keep them growing.
QUOTE]
If you look on the city screen, you'll see the resources have a +1 food or production or w/e. The problem is that this isn't added into the food or production of that city.![]()
jUNGLE cHRIS said:Palantir30 said:Some way to distribute food between cities so that a breadbasket city can supply commerce or production cities with food to keep them growing.
If you look on the city screen, you'll see the resources have a +1 food or production or w/e. The problem is that this isn't added into the food or production of that city.![]()
Skallagrimson said:Resource abstraction is somewhat of a pet peeve of mine. How is it you can build STONE pyramids faster by chopping a WOOD forest? It makes no sense to me. I say you can't work on a stone resource at all unless you have stone, but then, stone should be more widely available than one tile per continent. Same with a lot of other buildings: most should require wood, not that you need to chop a forest down to make them, but a forest has to BE there, somewhere in the fat cross, to make wood buildings. For marble buildings, you need marble. No marble, no building. For more modern buildings you just need concrete which is a generic enough resource that nothing special should be required in the game.
RussianRoulette said:I like that idea...Maybe tiles can have a "set limit" of that resource. Lets say for stone they have 500 tons of stone(i know its not realistic but hang with me) and a pyramid requires 150 tons of that stone so your workers must build a mine there and once the pyramids are done then the 150 tons of stone are subtracted from that tile. Of course this same concept wouldnt be for wheat,cows,etc,but for the minerals i feel it could be much more realistic.
By limiting the amount of uranium it would have players focus more on trades or build much less of ICBMs for the game. Itd create a need to "manage the resources" so that you must live with what you get instead of building huge land or sea armies. Itd be interesting for oil too because maybe when the oil resource starts to become low (prices per barrel rise) then the people who control most of the oil gain more income.
Just some of my ideas i came up with.
RussianRoulette said:the idea of the colonization would cause way to much micromanagement imo. What would be the change between military borders or cultural? I would like the borders to also just expand over land as opposed to the sea. In reality no nation "controls the sea". I think that resources such as fish should go to the first person to build the fishing boat.
RussianRoulette said:thats way to advanced man....you gotta think things that can actually be done
RussianRoulette said:the idea of the colonization would cause way to much micromanagement imo. What would be the change between military borders or cultural? I would like the borders to also just expand over land as opposed to the sea. In reality no nation "controls the sea". I think that resources such as fish should go to the first person to build the fishing boat.
Lord Kid said:Actually, you're in error. Coastal areas around a nation are soverign to that nation, which is why we have international waters which are not controlled by anyone, so that cultural borders extending in to seas is accurate.