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Discussion on resources trade

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4 years ago
Apr 16, 2021, 4:03:15 PM

There are two types of resource strategic and luxury resource, but these resources are limited to city stability and military.

I think that from medieval era the resources can be used to make products like various alloys, materials, plastic,  etc. 

These products will require 2 or more resources. It can enhance trade among civs and cost of these products will depend on import cost of  resources or locally produced. 

These products require special industrial district like plastic industry, metallurgy industry, etc.

  

What are your views on this and how you see differently.

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4 years ago
Apr 16, 2021, 5:27:06 PM

In the Civilization series, there was a problem that after the opening of the best units, the trade in strategic resources lost its meaning. Therefore, Amplitudes try to make the trade in strategic resources necessary with the help of various mechanics (for example, a building such as a "barn" gives you +5 food for each resource "horses" in the empire).

So I think that your mechanics can take a place in the game.

P. S. Or maybe such mechanics already exist - we haven't seen the last 2 Eras.

Updated 4 years ago.
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4 years ago
Apr 16, 2021, 5:49:40 PM
Zumwalt wrote:

In the Civilization series, there was a problem that after the opening of the best units, the trade in strategic resources lost its meaning. Therefore, Amplitudes try to make the trade in strategic resources necessary with the help of various mechanics (for example, a building such as a "barn" gives you +5 food for each resource "horses" in the empire).

So I think that your mechanics can take a place in the game.

P. S. Or maybe such mechanics already exist - we haven't seen the last 2 Eras.

It will be great if it exist in the game and i think about it because there should be processed items that can be trade not only the raw material.

 This mechanic can also help to clear the role of merchant and industrialized civ.


   There can be trade competition like civs trying to procure resources in less price by signing treaties or by developing better transportation. It can also give hint that a civ is about to raise huge army.


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4 years ago
Apr 17, 2021, 4:18:03 PM

I briefly brought up manufactured luxuries for discussion in the discord a long while back. 


While it is an interesting idea, combining "raw" luxuries to produce better manufactured luxuries boils down to treating an issue's symptoms instead of the cause. 

With a good handle on resource and luxury spawn/generation, there would not be enough excess resources to combine into manufactured goods. If Luxuries were to be combined, the sheer number of combinations to represent would be burdensome to create (including their respective bonuses). 

The inclusion of wondrous manufactories in Humankind implies cultures already refine strategics and luxuries into derivative forms without player input. They also cover the issue of collecting duplicate luxuries as they can only be constructed once a majority within the map are owned.

Players are already incentivized to pursue and control multiple copies of strategics and luxuries sources as each provides a stacking bonus and potential trade route. 

Combining multiple resources into manufactured one is a cool idea, but I don't think Humankind would stand to benefit much from the concept. I do think that advanced infrastructures, wonders, or civic options could create/unlock a "manufactured" luxury (intellectual property/invention/etc) that could be utilized like other luxuries. 
Updated 4 years ago.
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4 years ago
Apr 17, 2021, 7:28:14 PM
RNGZero wrote:

I briefly brought up manufactured luxuries for discussion in the discord a long while back. 


While it is an interesting idea, combining "raw" luxuries to produce better manufactured luxuries boils down to treating an issue's symptoms instead of the cause. 

With a good handle on resource and luxury spawn/generation, there would not be enough excess resources to combine into manufactured goods. If Luxuries were to be combined, the sheer number of combinations to represent would be burdensome to create (including their respective bonuses). 

The inclusion of wondrous manufactories in Humankind implies cultures already refine strategics and luxuries into derivative forms without player input. They also cover the issue of collecting duplicate luxuries as they can only be constructed once a majority within the map are owned.

Players are already incentivized to pursue and control multiple copies of strategics and luxuries sources as each provides a stacking bonus and potential trade route. 

Combining multiple resources into manufactured one is a cool idea, but I don't think Humankind would stand to benefit much from the concept. I do think that advanced infrastructures, wonders, or civic options could create/unlock a "manufactured" luxury (intellectual property/invention/etc) that could be utilized like other luxuries. 

The combining work is done by industry not by player, it can be controlled by turning off the district.

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4 years ago
Apr 21, 2021, 11:53:04 AM

well, well... maybe similar feature has already been implemented for certain unrevealed cultures or eras. 


Although adding too much manufactured goods or luxury would go straight against the will of Developers (as far as I know Amplitude wants to make Humankind not-so-complex 4X game... we can't expect Victoria 2 level of economic complexity), I think just a few special resources can be fun.


For example

enriched uranium/plutonium: can be used to make much more powerful nuclear weapons.
bio-fuel: can replace normal petroleum

canned-food(preserved-food): slight boost to Unit stats? (maybe +1 combat strength, because good food increase morale of soldiers?)

alcoholic beverages/chocolate bar/coffee drink: stability boost

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