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resorces depletion?

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Czacki

Post 21 Jan 2012, 01:17

resorces depletion?

Ok, I realize that coal/iron/gold/fish depletion adds something to MP (as you must compete over the sources and not just, you know, build one and be done with)

But for single-player, campaign or just people who don't want to reposition the mine every 10 minutes, wouldn't it be a cool idea to allow an option to either slow down the resource depletion, or prevent it entirely?

For some reason caring about the mines, moving them 5 tiles to the right because the current site is depleted and so on annoys me. It's also (ok, I might be weird on this but nvm:D) not easy on the eyes: roads leading to nowhere and building ruins, or just mines built in the middle of nowhere doing nothing (and their worker still eating your food every now and then). I like my town not just to be functional, but to look good as well.

By no means I want this to be the official and a must-for-everybody option. However, I'd love to see it as optional setting "prevent resource depletion".
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Lewin

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Post 21 Jan 2012, 02:01

Re: resorces depletion?

I think we could eventually add a cheat to make resources not deplete. Thanks for the suggestion.
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Czacki

Post 21 Jan 2012, 11:32

Re: resorces depletion?

That's great:) thanks. Hope you'll add it soon :)
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Siegfried

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Post 21 Jan 2012, 17:07

Re: resorces depletion?

I'm also looking forward to this :)
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Krom

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Post 21 Jan 2012, 18:36

Re: resorces depletion?

I also like the idea of such a cheat :)
We'll definitely implement it sometime.
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Ben

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Post 24 Jan 2012, 20:51

Re: resorces depletion?

For now, just don't delete your mines. It looks much better :D
In single player, your food stocks should be able to support a few extra miners.
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Krom

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Post 07 Feb 2012, 05:56

Re: resorces depletion?

It has been proposed somewhere, forgive my memory I forgot where, that we add a "Geologist" unit, that would go around mountains and players mines with a pickaxe and randomly add small deposits of gold/iron/coal, as if he would do a research and "find" them. That would solve everything except stone depletion. What do you think?
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SirCabbage

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Post 07 Feb 2012, 21:41

Re: resorces depletion?

I proposed a geologist similar in my giant post. Which would have more cost and be more balanced. As it would have a base of operations and go into the mines.

viewtopic.php?f=7&t=854&start=120
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Czacki

Post 28 Feb 2012, 15:25

Re: resorces depletion?

A geologist would still mean mine relocation. Not a bad idea, but for MP perhaps? :)

I really hope the cheat will come soon, I'm eager to construct a perfect city in the campaigns! :D
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SirCabbage

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Post 29 Feb 2012, 01:21

Re: resorces depletion?

Not really Czacki, the way I described it would mean that the miner could mine each time the geologist arrived... now, while the actual mine PRODUCTION would be so small that it would be more EFFECTIVE to move... the hope/goal would be that it would still produce "enough" to keep the economy running. If you had enough mines, enough geologists, then you could easily have 8 mines running on geologists alone, and hopefully have a rather respectable economy. Granted, 8 times the food intake but it needs downsides doesnt it? :P

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