Heres my thoughts on an implementation of special resources...
A resource (say Uranium) appears on the map, when worked (or crawled) it allows the city working it to build and use a 'unique' facility (say Nuclear Reactor). These facilities would be much like the ordinary ones, like +50% production, +50% energy etc. The other thing working a special resource could do is just give you a bonus outright. (in cash, research, production, happiness etc)
Note that a 'unique' terraform which can only be built on the resource tile would often make as much sense as a facility...
The main use of special resources would be building 'super cities'.
They wouldn't *reduce* strategic options like strategic resources in Civ3, because not having the resource would only deprive you of one +50% facility, rather than an entire class of military hardware.
Thoughts on which special resources would make sense (effect applies *only* to base working/crawling resource):
Uranium: Nuclear Powerplant - +50% production
Oil: Refinery - units 1 row cheaper
Xenospices: +2 Talents
Geothermal: Geothermal Pipeline - Halve all facility upkeep costs, rounded down.
Alien Ruins: Alien Research Lab - +50% labs.
A resource (say Uranium) appears on the map, when worked (or crawled) it allows the city working it to build and use a 'unique' facility (say Nuclear Reactor). These facilities would be much like the ordinary ones, like +50% production, +50% energy etc. The other thing working a special resource could do is just give you a bonus outright. (in cash, research, production, happiness etc)
Note that a 'unique' terraform which can only be built on the resource tile would often make as much sense as a facility...
The main use of special resources would be building 'super cities'.
They wouldn't *reduce* strategic options like strategic resources in Civ3, because not having the resource would only deprive you of one +50% facility, rather than an entire class of military hardware.
Thoughts on which special resources would make sense (effect applies *only* to base working/crawling resource):
Uranium: Nuclear Powerplant - +50% production
Oil: Refinery - units 1 row cheaper
Xenospices: +2 Talents
Geothermal: Geothermal Pipeline - Halve all facility upkeep costs, rounded down.
Alien Ruins: Alien Research Lab - +50% labs.
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