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Thread: Resources need to be fixed and adapt with the timeline.

  1. #1

    Resources need to be fixed and adapt with the timeline.

    Ok i have not searched the forums for this topic because i am in a hurry.

    We all know horses become useless after tanks (automobile) is discovered; depending on your theory or how you play you might think horses are useless all together. I think horses should go from being a strategic resource to a luxury resource, or have as both.

    Also i think the happiness for each luxury resource should be a regressive down to 1 happiness and then one happiness for each additional. So if i had 6 silks, 2 gold, and 1 cotton. the silk i would get 5, 4, 3, 2, 1, and 1 happiness for each resource. the gold would get 5 and 4 happiness. cotton just 5 happiness. i think this way people would war over luxury resources more, especially early game. just another interesting factor.

    also why is iron and coal not required to build industrial and later war ships and armored units.

    Any other ideas???
    Last edited by ShadowBadass; 01-19-2011 at 10:27 AM.

  2. #2
    Join Date
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    Your idea for luxury resources is called "diminishing returns." You could also go 5,3,2,1,1,1 50% rounded up is a good way to do it also. The Strategic -> Luxury resource idea is good. I think Iron should be able to be converted to another resource through use of buildings....

  3. #3
    Quote Originally Posted by snake509 View Post
    Your idea for luxury resources is called "diminishing returns."
    I didnt want to get all college level on people that have never heard of this term. lol.

    it just seems pointless to me that i have like 5 gold resources i use 1, trade 2, and waste 2. this also makes resources more valuable in certain situations. would you rather keep your 2nd resource for happiness or trade it for gold?

  4. #4
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    I keep meaning to write a mod that gives industrial-and-later uses for Iron and Horses... horses for happiness buildings that consume them, iron for production buildings. It would leave them as 'strategic' in the sense of game mechanics, but gives you new uses for them.

  5. #5
    The biggest issue with that is that it would take a massive rebalancing of the happiness mechanic.

  6. #6
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    Quote Originally Posted by Podling View Post
    The biggest issue with that is that it would take a massive rebalancing of the happiness mechanic.
    Agreed. Happiness as it is is already way too easy to get, even in higher difficulties. Allowing more means to get happiness breaks the mechanic further. That aside, I always end up with massive (and pointless) reserves of horses and iron (even moreso when I play as Russia). Some sort of buyback policy would be kinda nice, not even necessarily for happiness.

  7. #7
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    I've actually done something similar to your idea for luxury resources in a mod, just never released it.

    In my version, you get 3 happiness for each TYPE of luxury, and then 0.5 happiness for each instance of that luxury past the first.

    IE, 4 gold would net you 3 happiness + (3*0.5) happiness, or 4.5. Decimal happiness works, so multiple decimal sources would stack. It'll be in the next version of the Economy mod when I get around to updating it.


    IMO, the variant you outlined is too powerful and discourages trading too much. My variant was playtested and received quite well among a smallish group of people, makes excess luxuries beneficial but still encourages trading.

  8. #8
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    Nothing encourages trading like worthless extra resources though

  9. #9
    Quote Originally Posted by Valkrionn View Post
    I've actually done something similar to your idea for luxury resources in a mod, just never released it.

    In my version, you get 3 happiness for each TYPE of luxury, and then 0.5 happiness for each instance of that luxury past the first.

    IE, 4 gold would net you 3 happiness + (3*0.5) happiness, or 4.5. Decimal happiness works, so multiple decimal sources would stack. It'll be in the next version of the Economy mod when I get around to updating it.


    IMO, the variant you outlined is too powerful and discourages trading too much. My variant was playtested and received quite well among a smallish group of people, makes excess luxuries beneficial but still encourages trading.
    well it wouldnt be too powerful because i just posted this as an idea; balance it however you need too. it would never discourage trading, it should actually make gaining access to additional luxury resources worth it and profitable. lets not forget that most wars in the early eras of man were over luxury's (cause they were seen as power).

  10. #10
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    Oh, I just meant your specific stats (5, 4, 3, 2, 1) would be too powerful. Nets you up to 15 happiness with 5 instances of a resource; My variant would give 5. Of course, I'm of the opinion there was already too much happiness on the map, but that's just me. :lol: The mod adds a new xml tag to resources so it's easily customizable.

    And what I meant on trading: Trading +4 happy for +5 is generally not going to be worth it IMO. On the other hand, 0.5 for 3 will more often be worth it; particularly if that 0.5 is extra, not actually able to have an effect.


    Obviously I like the general idea if I spent time coding it. :lol: Finished it in... November? Maybe? Just never released.

  11. #11
    Quote Originally Posted by Valkrionn View Post
    Oh, I just meant your specific stats (5, 4, 3, 2, 1) would be too powerful. Nets you up to 15 happiness with 5 instances of a resource; My variant would give 5. Of course, I'm of the opinion there was already too much happiness on the map, but that's just me. :lol: The mod adds a new xml tag to resources so it's easily customizable.

    And what I meant on trading: Trading +4 happy for +5 is generally not going to be worth it IMO. On the other hand, 0.5 for 3 will more often be worth it; particularly if that 0.5 is extra, not actually able to have an effect.


    Obviously I like the general idea if I spent time coding it. :lol: Finished it in... November? Maybe? Just never released.
    yeah its just the idea that i was just throwing out there, balance it however.

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