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The-Cat-o-Nine-Tales

a year ago Aug 03,2023, 13:00:15 PM

Resources and Economy Preview

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After last week’s look at how naval battles will change in the next update, it’s time we turn our attention to how we will handle strategic and luxury resources in the next update, and touch on some of the changes that should make control of the oceans more appealing.


 

Resource Deposits: Riches of the Land 
Before we delve into how strategic and luxury resources will work in the next update, we need to say a few words about what they won’t be: a stockpile-based system. We know many of you were hoping that we could switch to a system in which you produce and consume resources every turn and your stockpile changes accordingly, with consequences for running out, but changing from the current access-based system to a stock-based system would be such a fundamental change that it would have taken too much of our attention away from other tasks.

So, if we are not switching to stockpiles, then how are we handling resources in the upcoming patch?

While we are sticking with an access-based system of strategic and luxury resources, we are aiming to increase its granularity and diminish the effect an abundance or scarcity of any given resource will have on your economy. To that end, resource deposits on the map will now usually yield more than one copy of each resource. This not only generates some variation in the (strategic) value of different deposits, it also allows us to add some effects that increase the yield of deposits so you can improve your economy without exploiting new deposits. The higher number of resources in your economy also ties into some changes to the trade system that we will discuss next week.


Strategic Resource Requirements: Supply and Demand

Of course, with easier access to strategic resources from horses and copper all the way to oil and uranium, we’ve had to increase the resource requirements of units and infrastructures. Won’t that just leave us at square one, though, where you are just a single copy of a resource short of building that cool Emblematic Unit you just unlocked? That’s why we are also changing the resource requirement system: Now a single copy of each of the required resources will be enough to unlock construction, but falling short of the requirement will make it inefficient as each missing copy increases the industry cost. 

 

Luxury Resources:  People-pleaser

There’s been no shortage of feedback about luxury resources since the game’s release. Some people found that access to luxury resources made stability both trivial and volatile, as it was as easy to gain massive stability bonuses as it was to lose them. Others found that an abundance of a few select resources could catapult their economy to new heights. The general consensus was that luxury resources in Humankind were very, very powerful. 

Obviously, leaving them untouched as we increase the number of copies of each luxury was a no-go, but even tweaking their power might not suffice. 

To rein in the growth spike an abundance of any specific resource can give you, but maintain resources as a valuable goal for expansion, trade, or even conquest, we have split the effects of luxury resources into three categories: 

  • The diversification effect: This effect is earned with the first copy of a luxury resource you have access to and does not stack. Generally, this bonus will offer a moderate boost to Food, Industry, Money, or Science, as well as a stability bonus to your cities. 
  • The cumulative effect: This bonus stacks per copy of the luxury resource you have access to, but only offers a smaller boost to FIMS than the diversification effect does. 
  • The wondrous effect: Earned by controlling the luxury manufactory of a resource, this effect is a stacking percentage bonus to the appropriate FIMS yield. 

Of course, the “manufactured” resources like Weapons or Pharmaceuticals do not have Wondrous Effects and do not necessarily follow the pattern outlined above. 

 

Internal Trade: Shipping and Handling

So, how do you take advantage of these new resource effects? 

The first step hasn’t changed much: You still build a resource extractor on a deposit in your territory, even if you can later upgrade its yields with infrastructure. However, this extractor no longer supplies your entire empire directly. Instead, all your resources must first be taken to your capital by way of domestic trade routes, from the extractor to its administrative center and then territory by territory to the city center of your capital. 


All goods flow to Byblos


Resources will only affect your empire if this path can be traced without interruption, so you might lose the benefits of faraway resources without losing control of the deposits, especially if they have to cross neutral or foreign territory. Since many ocean regions cannot be claimed, resources found outside your home continent are particularly vulnerable to poaching. 

 

Hang on a minute...


Poaching? 

 

Well, you’ll just have to come back next week to learn about that

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a year ago
Aug 5, 2023, 7:34:53 AM
The-Cat-o-Nine-Tales wrote:

Let me take a moment to address some of the questions, speculation, and possible misunderstandings.


Let's start with the Carthaginian War Elephant in the room: All resources being taken to the capital and then taking effect across the empire.

We know that thematically this is a bit weird. It makes little sense for immersion that all goods are shipped to the capital, rather than directly between cities, and that from there they take effect immediately. However, as already quoted from Discord by Doc98, this "centralization" was a consciously made concession for the sake of both clarity and gameplay effect (though as far as I am aware, there were also some technical considerations at play.)

On the gameplay side, shipping everything to a central location creates clear expectations, potential vulnerabilities, and a readable map of the trade flows. Resources shipping freely between your cities would in most circumstances lead to a spiderweb of connections (and reducing the "unreadable trade route spaghetti" was an explicit goal for us with this rework), and would make interruptions to your domestic trade from outside factors much less impactful, as most cities would remain supplied unless the disruption happened at the source of the resource. (That said, I don't think it is possible to completely shut down an empire's resource network just by sieging the capital. As far as I know, there are systems in place to prevent that, but I'll need to double check.)

On the technical side, as far as I can tell (but I may be wrong, as I have not had an opportunity to ask the gameplay programmers about this), applying the resource effects based on local availability (either from local extraction or after shipping from the capital or another city) would have required big changes in how strategic and luxury resources are tracked and applied by the game, which would have increased the time needed to implement these changes, possibly to the point of no longer being feasible.


Another factor in choosing this approach was the amount of time and attention that would be required by players to manage trade. As supply and logistics aren't core concepts to Humankind, did not want to encourage players to spend a lot of time on precisely micromanaging multiple trade routes between their own cities. All trade flowing towards the capital allows us to automate the generation and pathing of trade routes while keeping a fairly small, readable and vulnerable number of trade routes. And as a player, when you want to claim a new territory to exploit its resources, you only have to consider what path they might take towards your capital, rather than all your other cities, making it easier to decide if it is safe to do so.


Regarding the diplomatic relations that allow domestic trade to pass: As long as you are on neutral or better terms, trade can pass through. The default relations and treaties when first meeting an empire allow trade routes to pass, but any pressed demands will suspend the trade routes until the crisis is resolved. And obviously, open war also stops trade.


I know that right now, the increased number of copies of each resource seems like it is the same as the old system, just with bigger numbers. However, these bigger numbers were important to allow the resource-boosting infrastructures, as even a +1 bonus would have been too powerful in a system that at most required three copies of a resource. And as mentioned in the blog, it also ties into some of the changes and additions we'll be discussing next week.

Will changing your capital, also change the paths of domestic trade routs, or they all applied to the first build city? Also very curios, about system preventing lost of your trade routs if capital has been occupied

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a year ago
Aug 5, 2023, 6:24:45 PM

Ça serait bien de limiter les bâtiments qui augmentent les ressources histoire que ce soit plus stratégique de savoir quel ressources augmenter.

vaut le garder pour la fin pour les ressources de fin de partie ou rush beaucoup de ressources qui seront au bout d'un moment plU utilisés 

et je ne sais pas quoi penser pour les ressources insuffisant permet de quand même construire l unité mais pour plus chère je trouve ça dommage car moins d option stratégique niveau commerce et diplomatie surtout que ça rend les civilisations affilié à la production plus fort

Updated a year ago.
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a year ago
Aug 7, 2023, 1:22:55 AM

I have nothing but good feedback for this part of the udpate. I am fine without stockpiling as you created this innovative system. It's like the real world where resource deposits can vary wildly in size. And the need to connect resources to your capitol is great.

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a year ago
Aug 8, 2023, 2:39:12 AM

I love that there will finally be fluctuating costs based on resource scarcity, i was really hoping for this. However, it says there will just be increasing costs due to scarcity of a strategic resource for units. Will there be a further decrease in cost if there is an abundance of resources beyond the base cost? 

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a year ago
Aug 8, 2023, 8:03:51 PM

Interesting changes, I'm eager to see how it feels in game.


One thing hasn't been touched on so far : will these changes also apply to international trade among empires ?


Allowing granularity in resources trading would bring a deeper strategic and diplomatic layer : I want to trade with my neighbours to gain money, strengthen our relationship, but at the same time, I want to limit the amount of a particular resource they can purchase, in order to rein in their military/industrial/growth (etc ...) power.


I'd figure this could be handled in a few ways :

- either by adding levels for trade treaties (i.e the first level would grant access to a single quantity of a resource, the second level would grant a 2nd quantity, and so on -- or more simplistic : the first level grants access to a single quantity, the 2nd level grants access to all the available quantity being traded)

- either by allowing the player to specify the amount/quantity of a given resource to trade (1, 2, 3 ...), raising the price to pay to get access to the resource, for each additional quantity.


Additionally -- but this might not be in the scope of the current rework -- I'd also really like to have a way to limit/lock access to specific resources (either strategics or luxuries) being traded. For instance, I'm trading my strategic resources with my neighbour (iron and horses), but I really don't want them to have access to my iron. So I'd lock iron from being traded -- whereas, currently, the trade system only allows to trade all or nothing.


Again, strategically and diplomatically, that would bring some engaging and challenging tension between empires.



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