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resource revealing techs

resource revealing techs

techs that reveal resources seem to only produce new resources near towns you have already established.  this is...stupid.  it means that researching them early is counterproductive. that in order to really benefit you should only research them once you have run out of room to expand.  why should someone be penalized for researching something quickly?  my first round i research the food reveal tech.  At first i thought it was great!  both my cities had an extra food tile!  both!  but then as i explored i could not find food anywhere else.  granted that i have not had food problems since then, but i have noticed the same results with the other resource reveal techs as well.

why not simply spawn all resources at the start and then reveal them only to players that have the research? 

22,867 views 32 replies
Reply #26 Top

Archonsod's idea should be implemented alongside mine. I am thinking his would be more functional as alchemy, when mine is more like prospecting (and fighting baddies to win it). That way Civics doesn't OP the other trees.

Reply #27 Top

I think that adventure tree and magic needs a tweak in the big september patch.

Reply #28 Top

Quoting joasoze, reply 22


You need to hold off first and then spam. Then it should be too late to city spam in many ways. Cause all others have already done it
End of joasoze's quote

Even on epic it doesnt take that long for these 2 techs and you can just produce the pioneers ahead. Unless you play tiny map there will still be plenty of space. And when there is none thats what raise land is for ;)

Reply #29 Top

Um... am I the only one who thinks that making resource spawnable using essence is a really bad idea? Just for example, say you choose your sovereign with 15 essence, hire 3 champions, imbue all of them, then level them once or twice and put all the points in essence. Now you have 4 people capable of spawning 2 of any resource that you want. Now say you put all 8 of those goldmine in one city and build all the gold resources and level the city with gildar bonus... what's to stop you from buying a diplomatic victory before turn 50?

 

... and should they refuse, there's always dragons.

Reply #30 Top

Quoting Kalin, reply 29
Um... am I the only one who thinks that making resource spawnable using essence is a really bad idea? Just for example, say you choose your sovereign with 15 essence, hire 3 champions, imbue all of them, then level them once or twice and put all the points in essence. Now you have 4 people capable of spawning 2 of any resource that you want. Now say you put all 8 of those goldmine in one city and build all the gold resources and level the city with gildar bonus... what's to stop you from buying a diplomatic victory before turn 50?

 

... and should they refuse, there's always dragons.
End of Kalin's quote

It would probably be a spell only casteable by a Sov. That way it can't get spammed. I also think it could be a spell that has limited uses before it threatens your kingdom to use it again. This could be done by threat of invasion by a spawned force or even by locking the spell as another would tear reality at the seams.

Reply #31 Top

I think Civ4 resource style worked fine in that game and would work fine in this one. I loved the anticipation of researching a resource revealing tech, always wondering if I'd have to start a war with the persians to get that much needed oil.

Reply #32 Top

I like the idea of these techs.. I do think  that for the most part they should only add locations to  territory that is in our area of influence part. This represents the fact that as a "settled area" we have time, opportunity, and safety to explore it in more detail.

However I have a few ideas that might add to there "fun Factor" for some the current ones and possible additional once..

1) have some that instead of resource locations spawn a quest start location.. for example say at this we get a rumor from a traveler that he saw some shinny rocks in an old land slide.. so a quest location appears for the old mans cabin.. then when we get there he has a task for us to perform  or tells the tale of the location but when we get there we have to solve a puzzle or slay a guardian.. any way you get the idea ...

2) have a tech that creates a "surveyor pack" the champion wearing this has a small % chance to discover an new location  at any time.. (it could be resource, gildar rich ruin, shard, ancient tech location, or lost wizards tower)

3) information of rare resource/treasure/tech/spell in another sovereigns  territory..

 

just some good old fashion brainstorming to help add depth and breadth to these kinds of techs..

:thumbsup: Carry on!