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Soil exhaustion

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?

Soil exhaustion

Postby monamipierrot » Fri Feb 22, 2013 3:22 am

How about soil exhaustion, in the form of a %chance every turn of losing a "special resource" in a worked tile? IT should work exactly as Nuclear winter or heating, but its target would be the special resources, and only them.
It could work like this: every turn, some 1% (or more) chance of losing it, reverting the tile to the same terrain without the special bonus. Maybe the chance could be higher or lower depending on city infrastructures.
On the other hand, each non-worked normal tile could have a minimal chance to gain a special resource, say around 0,1% or less.
This change would have several advantages: a part from realism, it would force players to go for new colonies, it would discourage smallpoxing (althou your cities are small, you may want to let many tiles "resting" around them, hoping they will gain some resource), and it would make more interesting those latitude which usually are not: equatorial and tropics (Desert and jungles), and cold/artics (tundra, glacier) cause they would gain more and more resources as the time pass by, making profitable to build colonies there. Temperate areas would be harmed by continuous exploitation and would become less profitable.
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Re: Soil exhaustion

Postby xontastic » Sat Feb 23, 2013 4:57 pm

yeah, and extra resources should have research requirements to use them. And most of extra resources should be hidden on start until certain tech is not researched ...
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Re: Soil exhaustion

Postby ifaesfu » Sat Feb 23, 2013 8:36 pm

xontastic wrote:yeah, and extra resources should have research requirements to use them. And most of extra resources should be hidden on start until certain tech is not researched ...


I remember Civ3 and/or Civ4 worked that way. You weren't able to see an oil resource if you hadn't researched the tech required to discover and use the oil. Moreover, you needed a road and a mine to be able to use the resource and you weren't able to build some units if you hadn't got a resource that was required to build them. For example, to build a tank, you needed oil; to build a legion, you needed iron. If you lost the oil, you weren't able to build a tank anymore.
Also there was a trade of specials in the same way we trade gold, techs or cities.

Of course, soil exhaustion existed in those games too. Resources weren't unlimited.
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Re: Soil exhaustion

Postby Madmankavo » Tue Feb 23, 2016 10:13 am

The content is displayed and investment into the pros and cons of different jobs out of this difficulty, it is not the same.
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