Resource to alter output or cost of buildings/units

I would enjoy coming across a rare resource on the map that would lower the cost of improvements and training in the city it is linked with.  I was thinking it would make sense for this to be a fuel source, like coal maybe.  The trade off of using this resource would be lowered prestige in the city that uses it.  Burn lots of coal, things get a bit automated and cheaper, but your city is filled with coal dust and soot and people are less likely to move in. 

Or, perhaps instead of making things cost less, coal could slightly increase the yeild of other resources in the city, maybe raising the output on farms, mines, lumbermills, etc, by 10% or so. 

Another way this could be implemented would be to have a improvement like a charcoal maker that creates a fuel source for that city at the cost of one material per turn (like a house costs one food).  It could operate the same way, either boosting output of other resources, or making things cheaper to train/build in the city, with the penalty of reduced prestige.

My final idea for the implementation of a fuel source would be to have it be storable like a regular resource that can be spent to finish things that are being built/trained.  If you've played Master of Magic you probably remember how you could spend a huge amount of gold to have a building be built in one turn.  Maybe this resource could be used in that fashion.

6,365 views 4 replies
Reply #1 Top

Primarily the simplest thing to make things get built more quickly/cheaper/stronger is technology. Technology that will help directly or it may help indirectly by unlocking a city improvement that can be built.... or reveal hidden resources.

Reply #2 Top

Oh I know that, but I guess this is just mostly me wanting to see some choices in the game that you can make that you have to weigh the pros and cons of.  Right now, a resource comes available to you and you use it.  No thinking involved.  I'd like to see things that offer a benefit and a detrement. 

Reply #3 Top

A much easier implementation of the concept would be to have tech library drain arcane research, and ancient temple drain tech research. This way, you don't have to add new resource or make new effect to achieve the pro/con system. It is also completely doable right now with a mod.

Reply #4 Top


I would enjoy coming across a rare resource on the map that would lower the cost of improvements and training in the city it is linked with.  I was thinking it would make sense for this to be a fuel source, like coal maybe.  The trade off of using this resource would be lowered prestige in the city that uses it.  Burn lots of coal, things get a bit automated and cheaper, but your city is filled with coal dust and soot and people are less likely to move in. 
End of quote

 

That's a good concept:-)