bene_legionary
Searching for the daguerrotype of God
The resource stockpiling feature in GS was one of the most underwhelming features introduced - to be honest the previous system was fine. But if the stockpile system was used for something, it would be much better! Quite often I'd be sitting on full resource stockpiles for every strategic resource. Was this just another feature in GS which had great potential but wasn't pounced on?
At the very least, why weren't most units forced to have upkeep? Horses die by accident and need to be replaced, swords wear out, gunpower is expended, et c. But none of these resources are used for more that just their unit building costs? Why?
Another avenue that could have been explored (a hot take, though) was tying it to civilian upkeep - 1 horse per turn for every 5 population, or -1 amenity. Horses were used in daily life, iron in construction, nitre in fertilizer, coal for heat, oil for pretty much everything from planes to plastic, aluminium for electronics and utilities. Some of this is seen ingame, but they're passive effects; researching gunpowder gives your quarries more production, but you don't actually use more nitre? I suppose this would make the game more fiddly, but it would make having strategic resources more strategic. It could be paired with an increase in resource generation.
I'd be glad to hear about why it wasn't developed further, or any problems with my line of thinking.
At the very least, why weren't most units forced to have upkeep? Horses die by accident and need to be replaced, swords wear out, gunpower is expended, et c. But none of these resources are used for more that just their unit building costs? Why?
Another avenue that could have been explored (a hot take, though) was tying it to civilian upkeep - 1 horse per turn for every 5 population, or -1 amenity. Horses were used in daily life, iron in construction, nitre in fertilizer, coal for heat, oil for pretty much everything from planes to plastic, aluminium for electronics and utilities. Some of this is seen ingame, but they're passive effects; researching gunpowder gives your quarries more production, but you don't actually use more nitre? I suppose this would make the game more fiddly, but it would make having strategic resources more strategic. It could be paired with an increase in resource generation.
I'd be glad to hear about why it wasn't developed further, or any problems with my line of thinking.