I would like to have circumstances like these brought out in the M:C mod. Were you must make trade deals or make War or your Empire will be crippled. Having rare instances of metals that deplete would be a good way to set this up. You would have to explore for new sources and found Colonies to supply your Empire. Civ4 did well in setting this up and I feel we should bring it to these mods.
That is an interesting idea and is quite realistic. However it affects gameplay and I'm not sure if I like the result or not. However I have a typical linux/open source approach to that: make a game option called "bonuses expires". People can then pick if they want to enable it or not. Maybe we should consider adding quite a lot more game options for the new features instead of just say "this is how it is". Most of the additions can easily be optional and some might be a matter of taste for gameplay.
Those are good ideas, but especially important to make anything like this very moddable and not mandatory as you say. It's more something that modders should carefully configure during mod design than an option that players would turn on and off on a whim - ie if you design a mod around certain resources depleting and some not, it would be unbalancing if players turn this on and off.
In 2071, I wanted to use
Mining Vessels and
Science Vessels to harvest certain resources by exploring Deep Space.

In the 1.4 version (old DLL) there are several Features like various
Asteroid Belts and
Space-Time Anomalies that can appear in Deep Space tiles; by using a Mining Vessel to mine the Asteroid Belt or a Science Vessel to collapse the Anomalies you can gain certain rare yields (using a Civ4BuildInfos command that provides yields by harvesting a feature, like chopping forests in vanilla). You can't keep doing this perpetually in the same place, but have to explore and compete like in Kailric's example, and will be challenged by other civs wanting to do the same thing. You can also let new Features emerge or regenerate, either through existing XML-moddable values for FeatureGrowth, Appearance and Disappearance or via very customizable Events. In new 2071, I have also planned a few units like a Sensor Array that you can deploy with advanced technology, which has a large vision radius and will let you see any nearby Anomalies or Asteroids and hopefully seize the opportunity before your competitors do


This already works fairly well using the existing DLL, with the exception that the AI needs a UnitAI script enabling it to search for and harvest nearby Features.
I think its best to keep things that are depleted by harvesting clearly separate from things that are perpetually there, so that players don't get confused about their role (ie if yields from a tile Bonus are something that can be gathered normally by workers in your cities' fields using the standard mechanism, don't overlap this with also having a unit leave the city and move onto the tile and move back and forth). Instead, there should be a separate system for gathering deposits or resources outside your city radius, which should likely be relatively rare so as to not create micromanagement, while still providing an interesting special diversion (ie like getting some extra yields from Hunting Animals works).
But it could also be good to let tile Bonuses also deplete in certain circumstances, ie with obsoleting technology or with depletion from an Improvement for a long time. If you want to mod ways to also have tile Bonuses deplete or regenerate under circumstances that you set up; a good way to accomplish this is the XML-modable system using the system of EventInfos and EventTriggerInfos, which can make Bonuses deplete or appear during many different specific circumstances that you set (eg after/before an Industrial Revolution tech or civic, etc). In RaR, I had used this to make several events where a local mine or fishery can get depleted from over-harvesting. You can even mod player choices with this, so the player can choose whether to slow their harvesting for a while to allow the resource to be preserved, or pursue intensive harvesting and allow it to get depleted.
Originally Posted by Lib.Spi't View Post
On the Towns issue I remembered another feature needed from RaR, the Fat Cross for Towns. So that Industrial and Modern age towns can grow approprately large.
Good thinking. That's another thing I will have to look into. This one certainly isn't urgent though
Yeah, the "big" cities are another feature I liked in RaR that I didn't expect to like as much as I did.

This could work especially well with M:C's new features such as having local Population Maximum adjustable with advancing buildings and technology. Be careful with changing actual city layouts halfway through a game though because it can become incredibly frustrating if the entire planned layout of your cities can change in midgame, this makes it totally impossible to plan and was a major major peeve in Civ:Rev


. Plus the physical locations and territory of major cities didn't change, but more people living and working in them was the real advance. But by acheiving a Fat Cross relatively close to the beginning, and using advancing Population Maximums to gradually enable more people to live and work in the same amount of territory, this could be really cool
Gameplay conclusion:
Science and infrastructure is hurt by raiders. If we should implement this in the game we should have some "security" setting. Science flourish with civics which attracts raiders. Presence of raiders (barbarians) hurts science
Ideas for civic effects: science production modifiers. Barbarian spawning modifiers. Ability to spawn barbarians inside your own land (bandits).
Those are good ideas and realistic.

Something like this might work even better based around Prosperity rather than on Science itself - ie as you get more Prosperous (earn gold by consistently fulfilling the demands of Domestic Market) this gradually attracts raiders (interested more in loot than learning

). Your Prosperity could have Science-boosting effects that you would want to maintain by beating the raiders.
If you successfully repel the raiders it allows your Prosperity to continue to gradually build uninterrupted; if they successfully raid your city and sack improvements and disrupt your Domestic Markets trade this leads to a setback in local Prosperity that you will have to work to recover from.
You can reach optimal rates of prosperity, growth and science only by successfully protecting trade over long periods (just like the "Pax Romana" enabled gradual process of sustained development over hundreds of years). To make Prosperity of your cities something you strive to build and protect; reaching higher Prosperity levels for a city (like the Civ4 city Culture Levels of Developing->Legendary etc) should boost Domestic Economy demands there, and could also help research or generate trade points / FF Points.
Prosperity is in M:C but doesn't seem to have a significant role ATM, and needs to be made something substantial yet distinct from Fealty. So having it be generated by successful Domestic Market management over a long time, and gradually attract raiders that could disrupt prosperity if not defeated; would be a really interesting system
A Liverpool-Manchester did copy that one to gain easy access to wagons. This is why the standard gauge is called Stevenson gauge (line was built by George Stevenson). However it didn't become the standard at all. At least not at first. England experienced what was to become known as the gauge war where the railroads disagreed on the gauge. Anything between 65 cm to 2,1 m was used and in the end a law was passed around 1890 to make Stevenson gauge a standard. The US made the same gauge a standard at around same time and changed gauge on 18000 km (or was it miles?) of track in 36 hours. Trains took twice as long to convert and the railroads had 3 days without trains.
This is getting off topic

ok I'm not going to join the debate about that or public baths

but its a good example of why XML-moddable flexibility is the way to go. There can be endless debates about what is thematic in various settings and time periods, but having a standard foundation of stable and flexibly moddable code is generally always the best to go so you can tailor the result to whatever your intention is.
Phew, that was a long post. Now I think I'll go have a bath. (Not in public though.


)