ORIGINAL: lancer
Resource Slider
It appears that this hasn't made the cut for the Expansion. During the Live Chat Elliot didn't appear to express much enthusiasm for the concept. I can see why. Implementing a resource slider would be a sizeable job. You would need to adjust the AI and the games underlying balance. Not easy.
The reason I - and by the sound of it, others - would like a slider is to enable resources - particularly strategic resources - to have some meaning. At present - once your empire reaches a certain size - you have so many resources that they effectively become meaningless background fluff. The exception, of course, are the key luxury resources.
It would be nice if you actually had to worry about sourcing enough carbon fibre or lead to keep your empire running. Wars might be fought over certain strategic resources. They aren't called 'strategic' for nothing.
The trick is to come up with a way of doing this without having to redo the economic model, the AI and the game balance.
Here's a suggestion ----------------------------------------------------------------
Keep everything as is. Generate the maps with the same number of resource locations. No different.
Implement a slider. Call it a 'resource multiplier'. Magically find some space for it on the start-up options screen along with all the other sliders. (Not complaining, these are one of the games stronger points).
Game proceeds as normal. AI empires do their thing. Difference only applies to the Players empire.
Everytime you build something each component costs 'x' amount of certain resources. What the slider does is change this. If set to 'normal', obviously no difference. If set to 'scarce', for example, then all resource requirements are doubled. So a component needs 10 Lead and 1 Carbon Fibre to build. Now it needs 20 Lead and 2 Carbon Fibre.
All of a sudden your empires resource requirements have doubled. Hey, I need a new lead mine, pronto.
Fine tuning the idea would involve applying the 'resource multiplier' slider to strategic resources only. Luxury resources appear to work well as they are.
Further tuning would be to put a limit to the extraction possible from a single resource source. Eg. So you couldn't put a mega-mining base on a single Lead source and supply all your empires needs from this one location.
This is an exploit currently in the game but one that would be easy (I think) to fix.
In summary you would be able - if you wanted to - make strategic resources mean something and have an impact on your play. The private sector becomes even more important as does the search for new resource locations. Do all this with minimal impact on the existing game design.
Sounds good to me but then most of my own ideas do.
Cheers,
Lancer
I support this 100%.
I'd also like to see the ability to modify a planet's resources with the in game editor...allowing us to boost or weaken them at will...not just the amount, ability to say...hmm, I want to add some steel here, and add it to that planet/moon.