Quantified Resources

This is something I would love to see in this game.

What do I mean by quantified resources?  I mean strategic and/or luxury resources that are mined from various locations (planet/starbase/star?/etc) which accumulate.  So I have a deposit of unobtanium on my planet, I build a lvl 1 mine there and get 1 unobtanium per turn.  I can spend 1 unobtanium to build 1 piece of unobtanium armor on a medium hull ship, or 1 piece to build unobtanium rocket launchers on a large ship.  Luxuries could be used for things like happiness, farm efficiency, or even some drug that improves research.  Ginseng research lab improvement, consumes 1 Ginseng per turn, provides increased research over basic factory as long as the Ginseng flows, less then normal factory if there is no Ginseng available.  Hell you could even come up with something like Spice from the Dune universe that allows for faster space travel when consumed or some kind of spice induced visions (aka scouting/intelligence). 

The resources accumulate every turn, more is obviously better since you'll be able to build more fancy ships and other malarky.  This also can tie in with diplomacy as trading finite resources could be very profitable.   

If you wanted to get really fancy you could tie in implications with mining planets being blockaded, though I'm not sure how the details would work for that.

 

Basically having resources to manage besides money, hammers, food, and beakers would be really interesting to me.

 

 

739 views 7 replies
Reply #1 Top

(wow. Cool I'm the first one here :) )

this seems like its complicated as alot of clicking is needed to build something simple. Also, resources are already in game.

nice concept, if this was a really real themed game it would be great.

 

DARCA ;)

Reply #2 Top

No extra clicking would be required.  You can either build the part or you can't.  Either there is Ginseng for the facility to consume automatically, or there isn't.  Endless Legend has implemented resources like this and It's pretty awesome.  Much better then Civ 4, Civ 5, or Endless Space's resource system.

I didn't realize resources were in this already, I've only played a couple hours and never saw any kind of resources.

Reply #3 Top

Its in the game files but but it will be usable in future builds. Its similar to what you have conceived.

 

DAR... Ah forget it

Reply #4 Top

There is a similar system in Fallen Enchantress : you build a crystal mine (for example), stockpile crystal, and you must use it to build advanced units. IMO this system works fine : you never have enough ressources, so you must design cheap units to fill up your armies and protect your expensive elite units.

 

For GC3, ressource gathering is annouced but not yet implemented, so I assume the devs will design something similar.

Reply #5 Top

It's the same system used by pretty much all RTS games.

Mine X, accumulate quantity Y, unit Z costs ABC of X to make. Remaining quantity: Y-ABC. 

 

I'd prefer the old Total Annihiliation method, where it wasn't X quantity of things, but rather the production RATE that was a concern. You produced X amount PER TURN, and to make a unit ABC, you needed Y amount, but it took Z turns to make.

Different formula, same thing, but I think rate of production is better for something like a TBS.

Reply #6 Top

They have said strategic resources will be in the game that will enable you to build things you can't without them already haven't they?

Reply #7 Top

Quoting econundrum1, reply 6

They have said strategic resources will be in the game that will enable you to build things you can't without them already haven't they?
End of econundrum1's quote

Yes, they did. Here, for example. They went into a little more details in one of their live streams. I think it was the first one, but I'm not sure.