More Resource Types?


Good Morning all.

K...this may be getting a little obsessive, but I've been thinking about FE:LH when I was half asleep early this morning and comparing the game to other 4x games as well as other boardgames that are worker placement and or resource collection. It seems that most of these games have two resources in common....two resources that FE:LH does not include: Wood and Stone.

That really got me thinking....how good would the game become if these two resources were added to the game? A whole string of questions would obviously need to be answered for each resource in order to implement properly...so here's some opening thoughts on each:

 

Wood

- What would the resource look like? My thoughts immediated were drawn towards tying forests into the game a little more. Currently they can be cut down with the Clearing action, but to what effect? Other than the Logging Camp chain, forests are really just an hinderance to players.

- How would the resource be collected? My first thought immediately went to the Logging Camp chain of Improvements as the natural way to collect wood. I didn't like where that was going though since wood would be required early on in the game meaning that your first city would require a forest nearby. Didn't want to force the player (and AI) that much. So, the next thing was this idea: Gain 0.1 wood per turn for each forest tile within your ZoC. If such a design is possible, then the Logging Camp could still generate wood but that would just be icing on the cake....and an alternative to not having to have large boarders. There is an obvious hurdle here as each tile is split into 4 quarters....so not sure if it should be 0.1 per quarter or 0.025 per quarter.

- What about the Clearing Action? Lastly, we always had the ability to cut down forest tiles in this game, but with no effect or worth coming from it. I would argue that the player would receive a large injection of wood (for example 10 wood) from such an action were performed, but then the tile would no longer collect wood on the 0.1 basis.

- What would wood be used for? This is the hardest part to figure out because there really isn't much for wood to be used for in this game. Many of the early buildings in the game have wood in there design. Most weapons do too. Catapults do. Other uses? Any units? With such a in depth approach being taken towards the collection of wood, there would need to be a balanced and dynamic way to consume the material. Just thinking out loud here but perhaps additional mechanics can be added.....the Blacksmith for example could require 1 wood per turn to burn. If it doesn't have it then it's bonus disappears.

- Would this resource add to the game in a positive manner? Other than just the production and consumtion of the resource, how else would it impact the world of elemental? Perhaps there could be a %chance of wood growing on a tile? Perhaps there could be a spell that makes wood grow on a tile (ooo....the strategic advantage of this spell....)? Likewise, Stratetic spells that burn and destroy could take the forest terrain along with them?

Comments? Thoughts?

 

Stone

- What would the resource look like? This resource I think would mirror the Clay Pit. Stone would be available for collection just as Iron Ore or Crystal Crag are.

- How would the resource be collected? Here too, I think building a Stone Quarry on the Stone would be the way to go. I don't think any upgrades would need to be in place for this resource as I am projecting that Stone would have few uses. Mountains are another avenue in which to persue...though this one would be tricky since a mountain is a non-buildable/non-moveable tile. Could go the same route as wood though in that each mountain tile within your ZoC could provide 0.1 stone per turn.

- What would stone be used for? The major thing stone would be used for would be large endgame buildings. Anything that requires stone in its construction really. The Tower's as an example, but really any stone structure could have stone added into its constuction cost. Stone Golems could have a cost asociated with them. Catapults could throw 1 stone resource each time it fired in combat. Out of stone? Out of ammo.

- Would this resource add to the game in a positive manner? Hard to say. Spell of Mastery would be a little more difficult to achieve by adding this resource as another hurdle...but it's a small hurdle as you could always trade other factions for it. If mountains were the means to collect, there would be another use for creating mountains through the raise land spell.

Comments? Thoughts?

 

Overall, I think out of the two, Stone would be easier to implement but would have less impact as well. Stone could even be a moddable experiance as most can be done in xml and simply adding the resource and changing the claypit graphics to match...

Anyways...I'll leave my thoughts here....and see where the community takes them.

12,948 views 14 replies
Reply #2 Top

So the addition of two additional resource types would effectively add addition complexity to resource collection.  I assume your intent is to make conquering and controlling land more meaningful.  I like the idea of needing to control land in order to harvest naturally occuring resources.  And a war over a forest or access to a mountain range or fresh water would be interesting.

 

Wood:

It would be interesting if you had to cut down forests in order to get wood.  Or maybe could control your harvesting rate which then determines how fast your forest tiles are cut down (the ones closest to the cities would go first).  Resource depletion was a very real thing in Europe.  Especially trees.

 

Perhaps you should be able to replant them?  how about a Wild Growth spell that creates forest tiles?

Stone:

Maybe this should be handled by controlling access to mountains as well?  Stone would allow you to build walls and larger buildings.

Reply #3 Top

Quoting GFireflyE, reply 1


No love for more resource types?

No. Sorry.

Keep the suggestions coming, though!

Reply #4 Top

I'd rather have more exotic types of resources. Stone and wood wouldn't really add anything for me. We have lumber mills and clay pits already.

Reply #5 Top

My understanding for materials in the game is that it represents stone, wood, and leather.  These are the basic materials used to make buildings, leather armor, and wood weapons.  So if you wanted to add basic materials you would have to figure out a way to split up these three resources.  I personally like the idea but could the AI handle it?  Also I like the idea of adding a top end element as well.  So your armors go from leather to metal to Elementium, weapons go from wood to metal to Elementium, and buildings go from wood to stone.  a tiered resource system can work but would the AI be able to handle it and would it add to the game?  This is partially in the game with crystals but it is hard to balance innovation with the ability to implement and be useful.

Reply #6 Top

It's not necessary at all. The game I use as a basis for comparison is actually, Conquest of the New World Deluxe Edition, but there was more commerce in that game, so the extra resources were useful. The resources work well here as they are. I know Civ has more but it spans human progress so it works in that situation, but I don't want oil or aluminum here.

Stone and wood, as others have mentioned, are already in the game, so is water, but wood and water don't get a special icon.

Reply #7 Top

We used to have more resources in E:WOM, btw.  As Heavenfall and others pointed out, they reduced the number of resources to streamline things a bit.

As I remember, city buildings used to have wood, stone and other requirements, but it's been a while since I last looked at that.

 

Reply #8 Top

Adding new fun strategic resources to fight over and that matter, would be fun.  One of Heavenfall's older mods added Elementium to the game as a rare resource.  If memory serves, you could use it to make exotic weapons and armor. 

I think that any new resources added would need to be coupled with something fun to do with them.

Reply #9 Top

i like the idea of more exotic resource types. Whether they are mid to top end in usage. Perhaps what I think could be a good direction for this is the following.

exotic resource types can be used to make special 1 per faction buildings. Further choices to this the building would be something different built in the different types of cities its in. other exotic reasources can be used for special unit creations or weapon crafting. Honestly the potential to further make this game very unique and bring even more flavor to it.

Reply #10 Top

Firefly normally i love your suggestions but i think this one is a bad one.

I agree with you that iron especially is too plentiful, but i don't see a need for more types.

We already get more production from lumber, more food from grains, more production from clay. I think we are good on types.

Reply #11 Top


Fair enough.

Thanks for everyone's thoughts and comments. Maybe I was just getting a little too 'civ' with it...

 

Reply #12 Top

Not everyone thought it was a bad idea.  I think it would be a interesting mod!

Reply #13 Top

Like everything, it is a valid experience.  You would never make progress in your life if you expected every idea just HAD to be showered with gold by everyone else. <grin> =)  Just as not all ideas have mainstream appeal, and some mainstream-appeal implementation ideas don't work out, some non-mainstream appeal ideas can turn out quite well.  I think in this case wood and stone and such are abstracted by materials.  In WoM you had to accumulate materials to build things and they accumulated globally (so could be used in any city once you had enough of them), in FE and LH Material is an abstract concept that represents availability of basic materials for production, and are city based rather than global.

Reply #14 Top

Nevertheless, there is no downside to building every available building in every town with very few exceptions (the 100 crystal for a Alchemy Lab, for example). 

I think that it might be a good idea to put some real world costs into the build tree.  We've got iron, crystal, gold, and mana, maybe a few more of the buildings should have up-front costs to go with them.  That way, it's not impossible to build everything in the queue, but at least you have to think about it.

Just a few thoughts, really.