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unmerged(94161)

Second Lieutenant
7 Badges
Mar 6, 2008
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  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Heir to the Throne
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2 A House Divided Beta
Here's something I was thinking about, giving that I was playing Vicky recently, which has a big emphasis on natural resources.

CK doesn't really model natural resources, per se, and I'm not even sure how much of a factor they would have been back then. However, it does take a few things into consideration. Like, you can't build a forestry in the desert.

I wonder if this could be expanded.

Here's one idea:

If you have a forestry in a forest province, you're not going to run out of trees. However, the only restrictions on where you can build a forestry are no to marches and desert. A forestry on the plains or mountains, for instance, might not have as much immediate access to trees, or might be based in small clumps of forests that could easily be over-forested. So, there's an event, maybe with a 2 or 3 year MTTH, that will cause the forestry to close down due to a lack of natural resources, because it's in less than ideal terrain.

Here's another idea:

You have a sawmill in a province, and a forestry is a prereq for it. However, to the best of my knowledge, if you lose the forestry you won't lose the sawmill. So, perhaps make a similar event for the sawmill. If the forestry is destroyed, the sawmill will also eventually close down due to a lack of natural resources. UNLESS you have roads, under the assumption that they could be used to cart in wood from elsewhere.

Similarly, I wonder if this could be applied to advances as well. For instance, a province that wouldn't have a lot of stones (forest, maybe) would start losing stoneworking-related advances from a lack of being able to use them practically, or non-coastal provinces would lose sailing-related advances (do those exist..?).

Anyway, just some ideas I had.
 
Rome has got a relatively decent resource system which introduces some strategic considerations, with heavy infantry requiring access to Iron, cavalry requiring horses, Stone required to build fortifications, Wood to build ships, Grain poviding a growth bonus and so on. The important part being that it remains playable (you dont need to start counting bushels of Wheat, or tons of Iron), and it provides strategic flavour that influences your decisions to expand to sieze resources, or deny them to your rivals.

Something along those lines would be fine. Fielding large amounts of Knights should require access to warhorses and good quality iron, and by placing the appropriate resources in the appropriate places regional troop predominance could be flavoured.

But Id have problems with the execution of your idea as outlined above: An event that comes along every 2 or 3 years on average and wipes out an improvement isnt fun ( I could be wrong, some people like suffering?), and it isnt especially balanced - a major kingdom might laugh off the cost of the lost improvement, but a minor county that saved for 5 or 6 years to build that improvement.../ragequit imo.

If resources are to be introduced, the angle to approach them from would be what benefits/flavour can they provide as opposed to how they can be used as a mechanic to kick the player in the face every 2 or 3 years.
 
Rome has got a relatively decent resource system which introduces some strategic considerations, with heavy infantry requiring access to Iron, cavalry requiring horses, Stone required to build fortifications, Wood to build ships, Grain poviding a growth bonus and so on. The important part being that it remains playable (you dont need to start counting bushels of Wheat, or tons of Iron), and it provides strategic flavour that influences your decisions to expand to sieze resources, or deny them to your rivals.

Something along those lines would be fine. Fielding large amounts of Knights should require access to warhorses and good quality iron, and by placing the appropriate resources in the appropriate places regional troop predominance could be flavoured. .

SidMeyer's Civilization?;) It's a beautifull game but I do not like to play the same game wraped in PI box. Sorry.

But Id have problems with the execution of your idea as outlined above: An event that comes along every 2 or 3 years on average and wipes out an improvement isnt fun ( I could be wrong, some people like suffering?), and it isnt especially balanced - a major kingdom might laugh off the cost of the lost improvement, but a minor county that saved for 5 or 6 years to build that improvement.../ragequit imo..
Bolded part. Right into the point. Since in all of Paradox game I like to play with small nations or in CK case as Counts. Rome was very hard for me to play becouse of that, also see part above.

If resources are to be introduced, the angle to approach them from would be what benefits/flavour can they provide as opposed to how they can be used as a mechanic to kick the player in the face every 2 or 3 years.
If resources are to be introduced, I would like to be more similar to EU3 than Rome (just without trade center), it might be oposite off course or no recourses at all as it is now.
 
a major kingdom might laugh off the cost of the lost improvement, but a minor county that saved for 5 or 6 years to build that improvement..

Hm. How 'bout this. You don't see advancement improvement message until after your realm/personal demesne reaches a particular size. This is actually logically sound, I think, since a larger empire would have bigger issues with internal resource allocation.

As for a strictly reward driven approach, maybe have improvements built in the proper province occasionally grant bonus money. Like, a mine in the mountains will occasionally strike a huge ore deposit or whatever.

Fielding large amounts of Knights should require access to warhorses and good quality iron, and by placing the appropriate resources in the appropriate places regional troop predominance could be flavoured.

Terrain affects army composition already, AFAIK.