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Thread: Beta 6 Resource dispersion

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  1. #1

    Default Beta 6 Resource dispersion

    Quick Question:

    Many resources in many provinces have completly dissapeared, drastically. In addition, most, if not all territories that still have resources have the two or more of same resource in the same territory (To promote the monopolist trait, I imagine) Although the "double up" of resources is neat, it's the large cutback that I find distressing..

    Do more resources "show up" on the map, at a later time period (a part of the new "era" addition)? Or is the significant (I might even go far as too strong-handed, perhaps) decline used to promote alot of competition with merchants?

    I just find it a little odd to see large portions of the map have several territiories with not a single resource.

  2. #2

    Default Re: Beta 6 Resource dispersion

    Can't say I like this either, for a couple of reasons.

    There's a lot of buildings with effects of 'increase in tradable goods'. Having so many provinces with 0 resources, or 2 of the same type, has a big effect on province trade. Way too many provinces have nothing at all to trade except 'general goods'. There were alot of crappy low value resources around on earlier maps, not worth putting a merchant on, but collectively they played a big part in the trade value of provinces, and particularly provinces with ports (which is the majority of provinces).

    Also, in any province with 2 resources of the same type, the value of those resources for merchants parked on them is double. So, for instance, if an Ivory resource is worth 216 for your merchant, a province with 2 ivory resources has 2 spots worth 432 each (by the way, what's with the ivory in Oslo, Wooly Mammoths? Walrus?). Additionally, provinces with multiple silver/gold resources get a big income boost from mines.

    Much prefer to have provinces having 0-4 resources each, with at most 1 province per resource type having 2 of the same resource in it.

    Also, you can get some resources to be worth putting merchants on by having them only available in certain regions. The more you disperse a resource across the whole map, the less its value to the majority of factions. The value of a resource type to a given faction is based off the distance from that faction's capital to the nearest resource of that type. So, if you concentrate, say, wine in Western Europe, Eastern European and Mideast factions will find it valuable enough to send merchants to, but if you put just 1 wine resource somewhere in the east, then no factions will find it worthwhile.

  3. #3
    tornnight's Avatar Forum Bot
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    Default Re: Beta 6 Resource dispersion

    The limited number of resources per region encourages merchant warefare. Trade income can be tweaked to compensate anyway.

    I've been hoping Averroes can help complete the addition of the resources to the new regions. Many are missing them for the new map extension.

    There definately is work to be done with resources.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

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