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MoonWolf
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Yeah, it's actually something simular in one of the scenarios to PtW; some high-productive cattle and wheat are not available until a certain tech is reached. Still need to find some tool to allow the same resource name twice or more though... (hmmm, maybe in the files section?)
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Azeem
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quote: MesoAmericans and Polynesians did quite well with weapons made from obsidian, sharks' teeth, etc ... |
It was actually written by some Spanish Conquistadors that obsidian was actually strong and sharp enough to pierce steel.
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Ozymandias
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quote: Originally posted by Azeem
It was actually written by some Spanish Conquistadors that obsidian was actually strong and sharp enough to pierce steel. |
Forgive the pun -- Point well made.
-Oz
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Ozymandias
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quote: Originally posted by Optimizer
Resources like Iron should maybe become more common after a certain tech, like Metallurgy. |
I like the idea. In my historical example re: Swedish iron, the deposits were certainly known about and used before they became so relatively important.
Also, I've started playing around with a twist --
Given that the AI will definitely go after strategic resources -- and that they are critical, often inconveniently located etc. -- having some of the resources show up before they're actually required to build units looks, potentially, quite promising.
-Oz.
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Clay
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Just to make things a little more complicated I'll throw out this suggestion.
Yes I know it'll be a lot of work to do but..
Try making 3 'grades' of each resource. Something like low, mid, high grades (feel free to improve on the names).
There are a couple of reasons for multiple grades.
First, in the early ages you could have certain 'low grades', such as Low Grade Iron readily available from the start. After the discovery of Iron you will be able to find Mid Grade Iron deposits, finally after metallurgy you will be able to find the High Grade Iron.
Second...Units. How does this effect units?? This is where more work comes in as you could have 3 'grades' of units. For instance the 'Low Grade' Swordsman would have a slightly weaker attack or (and here's where it get interesting) they could be more expensive to build because of the work needed to refine the Low Grade Iron into workable material.
Mid Grade Swordsmen on the other hand would run about the normal strength or price (or both depending on your approach)
High Grade Iron Deposits would produce stronger (or cheaper) Swordsmen.
Different Grades of Aluminum could also infuence cost/strength of Units such as Modern Armor.
Eventually you could get Low/Mid/High grade Uranium which results in extremly-expensive, expensive or managable Nuke prices depending on your resource.
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Clay
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Well, you can't really increase/decrease the damage done by a nuke but you can decrease the cost to make them depending on the available resources (cost reduction would come from having to process the higher quality ores less to get an 'enriched' form.)
As for making the other resources disappear I'm not sure how that would be done. Making the weaker units upgradable to the stronger forms should take them (the weaker units) out of the build queue though.
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Ozymandias
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You know, the more I think about it, the more I like the idea of adding copper and tin.
Granted, tin would almost certainly need to be spread around more than it actually is, for game balance --
But copper could uniquely be required as a strategic resource for completely different reasons in two separate ages -- as a necessity for bronze, and then, much later, for electrification ... Yes (for all you physics-minded folk) silver is a better conductor, but realistically certainly couldn't be used as a substitute for wide-scale wiring.
Musing Away,
Oz
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