Post by jc on Feb 21, 2006 19:31:12 GMT -5
How does this sound...
Lumber.
Basically, you can use this resource as a "wildcard" base resource when it comes to buildings, but you have to pair it with some other base resource for it to count.
Basically:
4 Base = 1 Refined (obviously)
1 Lumber + 3 Base = 1 Refined
2 Lumber + 2 Base = 1 Refined
3 Lumber + 1 Base = 1 Refined
4 Lumber cannot equal 1 Refined. You also can't use Lumber for making items with your Factory nor as a raw material for your Refineries (obviously). Some new items might even require Lumber as a component, however.
How do you get Lumber?
Each land space on the map has a Forestation value, which is a % ranging from 0% and upwards with no particular limit, save what you can manage to get it to reach. It'd start at 25% or 50%, I think.
Every cycle, Forestation is added or subtracted to like this:
Every neighbour with less than 100% forestation decreases your forestation by 1%.
Every point of pollution you have decreases your Forestation by 1%.
Sand and Uranium miners decrease Forestation by 1%.
Stormy weather decreases Forestation by 4%.
Sunny and Rainy weather increases Forestation by 5%.
Every neighbour with 100% or more forestation increases your forestation by 1%.
If a person has 100% or more Forestation, then there is enough trees available to produce a Lumber. On the Policy page, there'd be a "Harvest Lumber Yes/No" policy. If Yes, then whenever Forestation is 100% or more, Lumber will be produced. If No, it won't.
When Lumber is produced, Forestation reduces by 100% (ie if you had 120%, it'd drop to 20%) [possibly make it only reduce by 80%?]
We could also add a Forestation Map, too, with varying shades of green based on the Forestation of each land! ;D
Okay, okay, it's a little complicated. I just thought of it today, since here I am, in Canada, and one of our major resources is Lumber.
Lumber is used in buildings, so I thought it'd be good to use as a kind of "wildcard" material, which is difficult enough to get so that it doesn't just replace everything, but which might be particularly useful - an extra reward for people who keep their pollution way down at 0 (as it is, it's very hard to raise Forestation each cycle! 20 Rainy/Sunny Cycles to get up 100% if you're not decreasing from anything else! But if a group works together to keep their Forestations higher than 100%, each one can benefit from a better increase each cycle)...
I then thought "but then people will just use Lumber instead of URO" ... so I decided to make it harder to get than URO, and still require URO for buildings that use EUR - so no wooden reactors, you still need at least 1 URO. Thus, 3 Lumber + 1 URO = 4 URO doesn't seem so bad, considering how much of a pain to get Lumber it would be...
Meh, just an idea. Feel free to change the idea, and put Lumber to some other use. It just seems like a good resource - I'd even suggest making it a new Base resource, but that would be a bit silly, as you don't MINE wood (How I mine for fish?! D: )...
Lumber.
Basically, you can use this resource as a "wildcard" base resource when it comes to buildings, but you have to pair it with some other base resource for it to count.
Basically:
4 Base = 1 Refined (obviously)
1 Lumber + 3 Base = 1 Refined
2 Lumber + 2 Base = 1 Refined
3 Lumber + 1 Base = 1 Refined
4 Lumber cannot equal 1 Refined. You also can't use Lumber for making items with your Factory nor as a raw material for your Refineries (obviously). Some new items might even require Lumber as a component, however.
How do you get Lumber?
Each land space on the map has a Forestation value, which is a % ranging from 0% and upwards with no particular limit, save what you can manage to get it to reach. It'd start at 25% or 50%, I think.
Every cycle, Forestation is added or subtracted to like this:
Every neighbour with less than 100% forestation decreases your forestation by 1%.
Every point of pollution you have decreases your Forestation by 1%.
Sand and Uranium miners decrease Forestation by 1%.
Stormy weather decreases Forestation by 4%.
Sunny and Rainy weather increases Forestation by 5%.
Every neighbour with 100% or more forestation increases your forestation by 1%.
If a person has 100% or more Forestation, then there is enough trees available to produce a Lumber. On the Policy page, there'd be a "Harvest Lumber Yes/No" policy. If Yes, then whenever Forestation is 100% or more, Lumber will be produced. If No, it won't.
When Lumber is produced, Forestation reduces by 100% (ie if you had 120%, it'd drop to 20%) [possibly make it only reduce by 80%?]
We could also add a Forestation Map, too, with varying shades of green based on the Forestation of each land! ;D
Okay, okay, it's a little complicated. I just thought of it today, since here I am, in Canada, and one of our major resources is Lumber.
Lumber is used in buildings, so I thought it'd be good to use as a kind of "wildcard" material, which is difficult enough to get so that it doesn't just replace everything, but which might be particularly useful - an extra reward for people who keep their pollution way down at 0 (as it is, it's very hard to raise Forestation each cycle! 20 Rainy/Sunny Cycles to get up 100% if you're not decreasing from anything else! But if a group works together to keep their Forestations higher than 100%, each one can benefit from a better increase each cycle)...
I then thought "but then people will just use Lumber instead of URO" ... so I decided to make it harder to get than URO, and still require URO for buildings that use EUR - so no wooden reactors, you still need at least 1 URO. Thus, 3 Lumber + 1 URO = 4 URO doesn't seem so bad, considering how much of a pain to get Lumber it would be...
Meh, just an idea. Feel free to change the idea, and put Lumber to some other use. It just seems like a good resource - I'd even suggest making it a new Base resource, but that would be a bit silly, as you don't MINE wood (How I mine for fish?! D: )...