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Author Topic:   Mapping hidden resources            Current Date/Time: March 27, 2000 03:23:45
Stuff2
Chieftain
From:
Registered: Sep 1999
posted March 12, 2000 09:34   Click Here to See the Profile for Stuff2  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


U don't always know what resources can be taken from a plot of land.
Increased tech should increase knowledge of where resources are hidden. But many resources are discovered trough projects.
I think that u should be able to do "resource-mapping" for the kind of resources that aren't easily found. It will cost money and provide useful information depending on how far tech has progressed.

This goes well with the idea of different kinds of maps. U should be able to have different kinds of maps over infrastructure, resources, population etc.
This will add a whole new meaning of stealing a map from a rival civ.

LightEning
Prince
From: Rantsila/Oulu/Finland
Registered: Oct 1999
posted March 12, 2000 15:14   Click Here to See the Profile for LightEningClick Here to Email LightEningVisit LightEning's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Just one word could be enough: Micromanagement!

But, it adds its own excitement to the game. Now you can build a city on a 'potential' oilfield and then just map it. Mapping resources could be much cheaper around cities. Of course, it also benefits builder style: When you have the resources to find more resources, you can destroy those pesky warmongers even more easily.

Maybe companies could also seek resources. Maybe there's no more seeking for those four-special sweetspots. Maybe that's a really good idea. Maybe this and that do also happen. Maybe cows fly.

MadWoodster
Chieftain
From: Southampton
Registered: Jan 2000
posted March 13, 2000 11:25   Click Here to See the Profile for MadWoodsterClick Here to Email MadWoodsterVisit MadWoodster's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


What was suggested on the energy model is that not all resources are seeable till you get a certain tech, how about expanding this to all goods, it seems stupid that some things like oil are usuable at the same rate throughout the game even after I've discovered oil refining.
Urban Ranger
Prince
From: The City State of Noosphere
Registered: May 99
posted March 17, 2000 23:13   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


To simplify things, a screen - I'll call it the Prospecting Screen - can be added. It should be pretty simple. You can allocate a percentage of funds towards prospecting, and specify priorities for various resources. You may also specify you want to look for resources in a particular type of terrain. The list of resources should be limited by your tech or knowledge (you won't be going around looking for uranium until you know what you are looking for).
Stuff2
Chieftain
From:
Registered: Sep 1999
posted March 23, 2000 14:54   Click Here to See the Profile for Stuff2  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Thanks Urban...

U have truly understood my point.

Seeker
King
From: Canada(UWO)
Registered: b.02-15-99
posted March 23, 2000 18:39   Click Here to See the Profile for SeekerClick Here to Email SeekerVisit Seeker's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Remember how the prospector/miner works in Imperialism?
Urban Ranger
Prince
From: The City State of Noosphere
Registered: May 99
posted March 27, 2000 03:23   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Yeah, I played Imperialism, but that involved moving little units around. It's not too bad for that game, as you never have too many units. It's different from Civ. That's why we are looking for ways to streamline management.
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