Resources distribution in Crusade 2.6

 I hope this will help rebalance the resources in the game

               
Name ID Name Effect Adj. Bonus Improvments Missions Starbase modules Unit promotion
Artocarpus Viriles ArtocarpusViriles Growth +5% +2 Adjacent Population 4 1 1 3
Aurorus Arboretum AurorusArboretum Tourism Income +5% +2 Adjacent Influence 6 1 1 1
Crystallized Elerium CrystallizedElerium Shield Strength +5% +2 Adjacent Military 0 0 0 0
Epimetheus Pollen EpimetheusPollen Ship Range +5% +2 Adjacent Military 4 0 0 2
Harmony Crystals HarmonyCrystals Morale +1 +2 Adjacent Approval 2 1 3 2
Helios Ore HeliosOre Capacity +5% +2 Adjacent Military 2 0 2 2
Silicates HyperSilicates Research +5% +2 Adjacent Research 0 2 6 0
Monsatium MonsatiumDeposit Food +1 +2 Adjacent Population 9 1 0 0
Precursor Nanites PrecursorNanites Manufacturing +5% +2 Adjacent Manufacturing 3 1 1 2
Prometheus Stone PrometheusStone Moves +5% +2 Adjacent Military 0 0 0 0
Snuggler Colony SnugglerColony Influence Growth +5% +2 Adjacent Influence 2 1 5 3
Techapod TechapodHive Maintenance -5% +2 Adjacent Manufacturing 10 0 1 1
Thulium Catalyst ThuliumCatalyst Sensor Range +5% +2 Adjacent Research 0 0 0 0
Arnor Spice UltraSpice Gross Income +5% +2 Adjacent Wealth 19 1 3 2
Xanthium XanthiumDeposit Hit Points +5% +2 Adjacent Military 5 1 4 2

 

Galactic resources              
Name (Rarity) Icon Function   Improvements Missions Ship components Starbase modules
Durantium (1)   Kinetic weapons, armor, manufacturing buildings.   23 3 14 35
Elerium (5)   Beam weapons, shields, military buildings.   7 0 17 32
Antimatter (4)   Missile weapons, point defenses, Antimatter Plant.   5 0 15 21
Promethion (3)   Engines, life support systems, population buildings.   20 4 9 30
Thulium (2)   Sensors and research buildings.   0 0 15 17

 

66,479 views 17 replies
Reply #1 Top

We can see with the recent shift to Arnor Spice for research building, this is now the most used resource.

And Thulium is now the galactic resource the least used...

 Note: The rarity was taken from the wiki, it may no longer be true!

Reply #2 Top

Great work, thanks!

Your chart is very helpful. While I like the resource distribution imbalance, it's good to know what's valuable.

Reply #3 Top

Promethion is also used a crap ton for citizen promotions... It's pretty ridiculous.

Reply #4 Top

Honestly.....    The trade resources in Crusade are basically taking the WORST part of  Civilization 3 and pushing it into a modern game.

In Civ 3 if you didn't have say saltpeter in your territory, you couldn't build military for an entire age.... sometimes you had to skip like two or three generations of troops until you could build something due to the lack of ONE resource it was super flustering for the player and it is one reason why Civ 3 is generally looked on poorly in comparison to CivII or Civ 4-5...


Given that currently population is the largest driving thing in the game for everything....   Monsantium and Duranium become the two most important resources period.

I recently played a game on a large map where I found 5 total planets that had monsantium.     THREE of which were in one system.

This is horribly flustering...  it turns the game into a game of resource management....



Suggestion....     the TRADE resources  should be something that the player BUILDS   


How it should work...

Player builds a  Farm this upgrades to either a better farm, or a Monsantium, or  Glow tree farm or other type of production facility.

Player builds a Mine.. this upgrades to a resource extractor.....    etc



Give every single planet a list of  trade resources that might be able to be harvested there.

perhaps  Snuggler Colonys can only be built on dessert worlds... or Arnor Spice can come from dessert worlds etc...  but make it something strategic that the PLAYER can control...

The current resource system is broken cause it is completely random and luck based....      it removes skill and kills enjoyment.

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Reply #5 Top

Yeah most resources should be obtainable in more ways than just mining because you got lucky.

It could be through missions, improvements, tech, trade, bazaar, wtv, but has to be more reliable than what it is now.

I'd be all down for some 'important' improvements not costing a lot of special resources (build population or tier2 farms not costing too much if any special resources), but the fancy ones like epiphany (immediately research tech) cost more.

Reply #6 Top

Im sorry i cant leave this alone. Maybe in the tech tree buildable, but not easily researched, and slower to build. I would have to think about resources. 

I agree thulium is not used much second is elurium, but i have noticed that other planetary resources are also not used. 

I would like to see maps balanced. I liked civilization 3. I like the idea of resources to build stuff.

Reply #7 Top

I'm not complaining about the resources, but then I'm using Scrivener of Light's resource mission mod: https://www.nexusmods.com/galacticcivilizations3/mods/109/?

Reply #8 Top

Quoting admiralWillyWilber, reply 6

 I would have to think about resources. 
I would like to see maps balanced. I liked civilization 3. I like the idea of resources to build stuff.

Full disclosure, I enjoyed the crap out of CivIII though I didn't think it was as good as SMAC...  

I don't want to get rid of the resources.  having resource scarcity increases challenge.   However I think the resources should/could be balanced better.

So to expound on my earlier idea...

So we have the planet traits:  Ghost world, Bountiful, Dessert, Scenic etc etc...  and then the planet types, Normal, Aquatic, Frozen, Radioactive Etc...

So here's my thought....    Leave the random planetary tiles in the game, but make the individual bonuses much much bigger.   Take Monsantium for example...  how about a 25% increase to food production on top of being +3 food...    

Return these tiles to being area tiles like "The Grasslands" etc from GC2       So rather than building a Monsantium unique building on this tile you build a farm..  through research you can choose to upgrade your farm into a farm that also produces Monsantium either in replacement for food, or in addition to the food.

Moving further, if you give the Planet traits some sort of tie in to the trade goods one could then make things a bit more of a player choice item.
Lets stay with Monsantium.  Lets say that in the "wild"  Monsantium can only grown/harvested on breadbasket worlds.

Lets say that  Arnor Spice and Epimetheus Pollen are also only tied to  Breadbasket worlds....     Choose ONE Trade Good Production option...    They are planet unique when not built on a special tile.

If we tie the world types to the stuff they can produce in addition to the unique benifit of say higher research, or wealth...   then again the choice of which planet should I go for becomes also relevent.

Currently the choice is pretty simple...   Biggest planet wins...  Rarest resource comes next....    

There is sooo much more that can be done with the trade resources to open up game plan and strategy that is currently not being used...  and the complete randomness of how often you will find resources and what they get used for.... Some of them are LITERALLY used for nothing while others seem to be used for everything  really makes the game feel broken...

 

       
         
         
         
         
         
         
         
         
         
   
Reply #9 Top

I would almost take it one step further, and have resource specefic building where instead of building an example farm you could harvest monosatium if you wanted instead. The ideas sound good. I would still think they need a pass on building for resources it seems like they missed some.

Whats smac

Reply #10 Top

Quoting admiralWillyWilber, reply 9


Whats smac


Sid Meier's Alien Crossfire... the expansion to Alpha Centari

Reply #11 Top

I think the randomness of resources makes the game interesting. Too much of the game is predictable already. The fact that Monsantium can be feast or famine forces different strategies. IMO, I'd like to see more resource imbalance. 

Reply #12 Top

In real life countries have a dif mix. Sometimes some of the mix is 0.

As said before randomness adds to the game.

Reply #13 Top

Quoting ForesterSOF, reply 12

In real life countries have a dif mix. Sometimes some of the mix is 0.

As said before randomness adds to the game.

A lot depends on your game settings too. If you play on the larger maps, then even rare resources are not insurmountable. Indeed, find that Monsantium deposit and now you have a decent motivation to even go to war for it if you have to.

Reply #14 Top

Yes. I do like to use Ludicrous maps.

Reply #15 Top

I almost always play on large (or larger) maps, with nebula, black holes, asteroids, etc set to common or above.  That might be why I don't run into shortages of antimatter/thulium/elerium/durantium/promethium very often.

Reply #16 Top

Quoting Publius, reply 15

I almost always play on large (or larger) maps, with nebula, black holes, asteroids, etc set to common or above.  That might be why I don't run into shortages of antimatter/thulium/elerium/durantium/promethium very often.

 

Yah, and I think that's why our early and mid-game is probably a lot different than people who feel the resource scarcity acutely.

I know it's going to be a while before my production and resource machines are churning at a high level so I find it to be a "feature" of the early game on Ludicrous rather than a bug. :)

Reply #17 Top

I'm fine with scarcity...     even in my suggestion the player is giving up something to get something else...

However i do find it silly that some of the resources are not used for anything and thus just pile up.. while others are used for almost everything.

on an aside, it would be cool if each resource was tied to a multiple unique structures, or ship features...        having some of the things do nothing just seems like a glaringly obvious oversight...