Mod Idea: Flexible Resources

So, in the current game, resources are pretty straightforwards. Fertile land, build a farm. Gold vein, build a mine. Lost Library, reclaim it.

 

However, does anyone know if it would be possible to set it up so you could build different types of buildings for each resource? For example, Fertile Land: You can build a Farm (produces food), OR you can build a Horse Ranch (produces horses), OR you can build a City Park (produces prestige), OR you can build a Royal Garden (produces diplomatic capital).

 

The idea is to make building on resources to be a bit more strategic, and to let you build your empire more how you want instead of how the resources around you dictate. Want a lot of horse-riding troops? Build more horse ranches. Want a bigger empire with more people? Build more farms. Want to make this city just really big and populated? City Park. Want to play the diplomacy game more? Make a Royal Garden!

 

You could probably do this for most, if not all, of the resources, though fertile ground is probably the most flexible. Arcane ruins and lost library could probably be combined though at the least, possibly stuff like iron mines and gold mines as well, and even other minerals. Higher-value minerals just give you less per mine. Basically, how deep you want to be digging.

7,240 views 11 replies
Reply #1 Top

hmm, this is an interesting idea.

Reply #2 Top

but there are resources for those also...

how about instead of different buildings producing different things on one tile, have levels of buildings produce the same thing on one tile

i.e.

 

Fertile Land  -> Basic Farm 25gil, 2 mat, 3 turns produces 5? food...

Fertile Land  -> Intermediate Farm 60gil, 5 mat 6 turns produces 9? food...

Fertile Land  -> Advanced Farm 100gil, 12 mat 10 turns produces 13? food...

etc... for the other resource tiles

Reply #3 Top

Yes, it's possible. I don't remember the thread but it's possible to mod in multiple building options on a plot.

Reply #4 Top

I don't think it is possible because the only way to build on the resources is by clicking the 'Build' button when the resource is selected. You would need to change this to show icons of your available choices.

I love idea by the way. :)

Reply #5 Top

This is a really great idea. OP, make it happen!

Reply #6 Top

Quoting EviliroN, reply 2
but there are resources for those also...
End of EviliroN's quote

 

I thought it was obvious that the normal resources for horses and such would be removed. Or they could be left in as rarer resources that produce more horses/diplomatic capital.

 

Quoting EviliroN, reply 2
how about instead of different buildings producing different things on one tile, have levels of buildings produce the same thing on one tile

i.e.

 

Fertile Land  -> Basic Farm 25gil, 2 mat, 3 turns produces 5? food...

Fertile Land  -> Intermediate Farm 60gil, 5 mat 6 turns produces 9? food...

Fertile Land  -> Advanced Farm 100gil, 12 mat 10 turns produces 13? food...

etc... for the other resource tiles
End of EviliroN's quote

 

I thought of that, but it seems like it would be more annoying than interesting, having to destroy and re-make your stuff every few turns. If you could go straight from the basic farm -> irrigated farm, or something like that, that might be interesting though. The upgrades should cost a lot more though, so they're a big investment probably only really useful in your big cities with lots of bonuses.

Reply #7 Top

Frogboy hinted that it was possible, but even when you have two improvements for one resourcetype, there's only one hammer to click. So we need to mod in a second hammer.

Reply #8 Top

Quoting Heavenfall, reply 7
Frogboy hinted that it was possible, but even when you have two improvements for one resourcetype, there's only one hammer to click. So we need to mod in a second hammer.
End of Heavenfall's quote

 

I'm just an idea man, that is out of my jurisdiction.

 

having them upgradeable would be cool, and you could just subtract the time spent from the time needed.

Reply #9 Top

One workaround I can imagine is adding one (or more?) spell effect to the pioneer's pack item.

It would be a Change Terrain spell that transforms Fertile Land -> Grazing Land.
Another spell to go  Grazing Land -> Fertile Land.

That should be doable with the current interface although most modders put combat spell effects on items.

 

And while we're at it - pioneers should also be able to CHOP WOOD. =P

Reply #10 Top

Give it a shot, I say. I like the idea of pioneers being able to change (not necessarily improve) resources.

I believe gnillbert figured out how to spawn resources from spells.

Reply #11 Top

I like the idea of flexible resources but only when it makes sense..

examples,

fertile land: farm or farmers market for trade IE gildar

fish shoals: food or trade (new resource idea!)

horses: mounts, trade or for empire food

wargs: mounts, trade, or hunting (food or prestige perhaps)

Oasis: Prestige IE park or increased food

mind you these can be expanded on by others.. I fully agree that by giving several options to as many resources as possible would add a new deep layer to strategic planing...