[Suggestion] Upgradable Resource Collectors

Hi, 

Just a suggestion; how about having researchable upgrades to Shrines, Farms, Libraries, Temples etc. which actually have to be built to take effect?

(similar to Supreme Commander I suppose)

The upgrades would scale with the early, mid, late game phases. For example, early +1, mid +3, late +9 (of the applicable resource)

It would add a bit of depth to the city building and maintenance system - the upgrades would get progressively more expensive.

It would also give some ebb and flow to battles - fighting over a +9 gilder/food/research improvement could be a turning point for the entire war.

Also, looking at the new mana system, a fight over a fully upgraded shrine could be critical...

Anyone agree?  :star:

 

 

 

7,904 views 7 replies
Reply #2 Top

This is in an interesting idea...I like it.

Reply #3 Top

Actually you could take this idea even further - to the point where resources could not only be worth defending but vitally important -

Here's my idea - you can build on a resource:

a- the original building (bonk)

b- 2 upgrades that increase output/efficiency

c- after productivity is maxed you can build 1 of 2 possible 'end upgrades' for the resource.

 

eg. An old growth forset (as Kingdom)

1 - Lumber camp

2- Lumber camp lvl 2 - +1 mat

3- Lumber camp lvl 3 - +2 mat

now one of the following:

a ) Centaur's glade - allows connected city to train centaurs

b ) Dryad Shrine - recruits a powerful forest dryad as a champion - respawns when killed, dies if shrine is destroyed

Not only does this place a greater (eventual) value on protecting your realm as opposed to garrisoning your cities, it also allows for greater diversity of units on both sides instead of loads of men in gear. I was a tad annoyed when i found that the only recriutable creatures on the kingdom side were misunderstood monsters.

Anyway there's my idea.

Reply #4 Top

Stardock did that in Galciv2 in the form of space stations built over resource enhancement nodes.  Tech allowed the ability for upgrades but would cost additional cash and production.  The production cost could get annoying to painful late game. The more upgrade tech researched, the greater the hassle.  At times, cranking out 10 constructors to fill one station only to have it destroyed in 1 big attack really gets under the skin.  It wouldn't be so bad once in a while but the AI prioritized them over other targets.  Also, the stations did much more than give raw resource bonuses.

I'm not saying it's a bad idea, it's a very good idea and one that needs careful examination.  Do you want this to be a strategically optional technology path or a very necessary one?  Do you want them to only provide generic resource bonuses or have playing field altering abilities like Galciv2 did?  How easy, costly and quickly should this be possible for balance reasons?  Will it make the game more fun?

 

If Elemental gets resource upgrades implemented then building a unit each time to upgrade should be automated to one mouse click instead of 5 to 10 like its predecessor.

My 2 cents.

Reply #5 Top

I think it would create a few interesting viable strategic options, here are a few off the top of my head:

a) City Spam - resources used to produce many weak, low production outposts, relying on crowding out other factions.

b ) Balanced Growth - expand until at least one of each resource captured, then invest heavily in upgrading your resources.

c) Blitzkrieg - invest little in resource tech, rely on others to do so, then roll in and steal their upgraded resources.

d) Harrassment - invest in a small mobile force that can raid behind enemy lines, taking out key resources, forcing enemy to leave their cities.

e) Scorched Earth - destroying all resources prior to a losing a city 

 

I'd see the investment required for the fully upgraded resources to be quite high - in material and manpower (they would have to be staffed, after all...)

No GalCiv constructors, I agree that these were far too time and effort intense. Just a large amount of material (which could have been used for buildings, armies etc.) and a commitment to a certain tech branch (which could have been used to research more spells or better weapons).

These games are all about taking difficult choices, and the ability to supercharge your resource base must come at the cost of being unable to take other choices (the payoff coming once the produce starts rolling in).

 

 

Reply #7 Top

In a way, it already exists.

Since most buildings give percentage bonuses instead of static points, it is actually doing exactly what you are describing: Research technologies to improve the productivity of a resource.

 

The current system also has advantages over your suggestion: It requires you to upgrade your city to higher levels to build some of the improvements, and requires you to spend space and resources to upgrade.