lfricken / LeonMod

Network fixes and new game features for Civilization 5.
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Strategic Resource rework #14

Open lfricken opened 3 years ago

lfricken commented 3 years ago

Peacetime usage of strategic resources and more consistent combat unit usage of strategic resources, and strategic resources should be valuable/worth something.

Buildings

Buildings do not consume, they just use excess.

Granary 1+2 food for 2 iron Circus 0+3 happiness for 3 horses Factory 1+6 Prod for 2 Coal Chemical Plant 2+10 Science for 3 aluminum Oil Refinery 2+8 gold for 3 oil Nuclear Plant 2+5 Prod for 2 uranium

Desc: Uses of up to N excess RESOURCE to yield up to +X extra T. Culture Tourism Golden age points Great person points

Units

Ranged are more valuable and should cost strategic resources. There should be consistent usage of strat resources

Ranged Units: Crossbowman, Gatling Gun, Machine Gun Iron

Bombard Units: Treb, Cannon, Arty, Dromon, Frigate, Battleship, Rocket Arty, Missile Cruiser Iron

Highly Mobile Units: Horseman, Cav, Tank, etc Horse or Oil

Aircraft: Aluminum

Nuke and Gdr: Uranium

lfricken commented 2 years ago

Peacetime resource usage wouldn't be subtracted from the total until after unit consumption is considered, example: 5 horses, 2 Knights, 2 circuses which can use 3 each. At the top bar, displayed horses is "[HORSE_ICON] 3 (-6) " If you mouseover, you'd see 5 Total, 2 used, since 2 are used by the Knight, while the -6 is what could be consumed by your buildings. Since you only have 3/6, 1.5 horses go to each circus. 1.5/3 using the above equations gets you MORE than half of the benefit (depends on which you use), but that might be 64% of the benefit, so each circus here would provide ~1.9 happiness which means +3.8 happiness to your empire.

The advantage of only using excess for buildings, rather than requiring it, is that you can now more easily switch between peacetime and wartime usage of resources (selling the unit instead of building).

lfricken commented 2 years ago

Another possible solution is to make buildings more advanced, and to have a few cheap, 1 hammer addon buildings that require the core building, but require a resource, so you can easily sell and rebuild the addon as needed. (eg, Granary is 1 food, but unlocks 2 Grain Silo buildings that are +1 food, cost 1 hammer, and use 1 iron each. This lets the player concentrate resource benefits as they choose, but removes the "diminishing returns" mechanic which is sort of important for concepts of economic trade. (because diminishing returns for resources fuels realistic , and interesting, trade situations where a country can still benefit from a resource, but benefit more by selling it, and where a country benefits a lot from the first few amounts of a resource since they can be allocated to their greatest use)

We could technically do a combination. Some buildings require RESOURCE, while another uses excess, so the requirements are fulfilled first obviously. In the above example, Granary might use 1 iron and +1 food, while a silo might use excess but not require any.