Natural resources and science boost.

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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Lachu
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Posts: 473
Joined: Sat May 04, 2013 2:19 pm

Natural resources and science boost.

Post by Lachu »

That's clear natural resources had helped humanity in discovering some technologies, like iron working. There's no iron working without iron. I have two ideas about how natural resources could boost science":
1) Natural resources boost research
Each type of resource will have two integer values: find and worked. Find describe maximum amount of science boost by discovering tile with this resource(for example iron) and worked describe maximum amount of science boost by discovering tile with this resource and science maximum science boost by working on tile with the resource. We can gather science points by discovering a tile with some resource, but total amount of technology boost by discovering tiles with this type of resources is limited by first and second values. We can gather also science points by placing city workers on tile with some resource. On each turn, when workers are working on tile with this kind of resource, we gather science boost, but total amount of science points gathered by working on tile with this kind of resource are limited by second value.
2) Resource reqs
Allow modmakers to add requirement of resource to technology, for example iron working requires iron. We must define how much(how many science points) iron could help to inventing iron working. When we inventing iron working, workers working on tile with iron will produce science points, but the amount of science points produced by workers are limited by value we define in resource req entry for iron.

These two ideas are quire different. I prefer first, because is more simple and easier to implement, but second is more realistic.

My idea will force players to explore terrain and founding cities near resources. For example it could be truth that player will build city in terrain with less food, but with iron(for example mountain terrain).

Imagine we add technology animal husbandry and add rule, which makes horses and other animals to produce science, when discovered/worked. It will be realistic, that player needs horses or other animals to discovering Horseback Ridding. The working/discovering on tile with animals will don't give player science point in later game, because we set a limits to these two values, so horses won't help in discovering tanks.
Lachu
Elite
Posts: 473
Joined: Sat May 04, 2013 2:19 pm

Re: Natural resources and science boost.

Post by Lachu »

I must tell you In Civilization VI will be introduced similar idea - science boost by complete small quest.
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