Solution for too few resources...

I posted this a little earlier, but wanted to see what everyone thought.

I think a possible solution to the 'too few resources' problem, is to add more resources, but vary the type. Just as apiaries/wheat/fertile land have different values (same w/ clay pit/marble quarry, and iron/ventri mines), maybe more lesser resourse nodes should be added. For instance, maybe a spent copper mine (from the 1st age) that only gives .3 or .5 metal per turn, but allows access to metal. Or City Ruins, which could add 1 material/1 tech per turn. In this way, even if secondary cities aren't getting prime resources, they are getting something, which would allow specialization and character.

Other 'lesser nodes' could involve mana (drained/dying shard node .5 mana, no elemental affinity), arcane lore (forgotten shrine 1 arcane/.2 mana), or food (natural well 1 food).

These could be spread separately, and in addition too the current nodes. I think that would add replayability and just make the game even more varied and, dare I say, fun.

4,190 views 3 replies
Reply #1 Top

Thats a great idea!:D   But maybe it should be for a tech. (EXP. Adventure/ Minor Recorces:: This breakthrough allows us to easily find and use the lost resorces from the cataclysm. As new recorces are growing, we may be able to take advantage of what remains from after the catyclsm. Many things were destroyed before it but there are still some out there.)         Recorces are supposed to be otherwise rare, but we cant forget the lost cities, or even a copper mine(although that might go something else...).

Reply #2 Top

Or resources that provide less of multiple resources. For example- Marble Quarry: provides 1 materials and 1 gold.

Reply #3 Top

Personally, I think that sparse resources is exactly what is intended here in Elemetal.  The land was shattered, afterall.  On the other hand, I like where you are going with this.  Kind of like how v1.1 changed the original layout where any city without a gold mine was an economic drain on your empire, tweeks could make cities at least a positive influence on your magic/metal/food/stuff stores instead of a complete barren sponge in those areas.  YAY for more complexity!  Just don't make it cumbersome. :)