[suggestion] Variable resource yield as a f(amount of local resource)

From the 'City building too complicated or not enough so  2 schools of thought' thread:

Quotoing Stmorpheus:

"...i have said in another post that if i have a huge forest next to my city i want lots of improvements to put there in order to take advantage of said forest.  i don't want to have to build another city just to get an additional lumber yard or whatever.

End of quote
This is a good point -- a city with a large forest should be able to yield more materials than a city with a small forest.  With lumberyards being limited to 1 they now provide equal yield.

Solutions:

-go back to multiple lumberyards, but if there's sufficient woods to locate subsequent lumberyards

-keep 1 lumberyard per city and adjust the yield to the number of forest tiles in the city's area (however that's defined -- a certain radius)

I like the second option.  It keeps the current limit of 1 per city keeping the cities looking 'cleaner', and it rewards smart city placement. 

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Maybe there could be ancilary improvements made to utilize the surounding forests. We should benefit from having more trees to cut, but not as soon as we build one lumber mill.

I think logging parties are a good description of what would happen. It could be researched and refined as any other civ tech.