Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

McShooterz's Rome Bonus pack
McShooterz  [developer] 26 Nov, 2013 @ 10:56am
Resources
This is more of an experiment, but it is my intention to make trade more interesting. Is there a resource to add? Is there a balance issue with a resource? Is a resource not working? Does the addition of resources make the game more interesting? Is the additon of resources a detriment to the game?
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Showing 1-8 of 8 comments
Tianran 26 Nov, 2013 @ 10:33pm 
Actually I'm not quite sure what you are wishing to achieve here. If you want trading and resource to be more interesting, you can add faction wide effects for the total number of each resource in game rather than adding new ones that seems mostly redundent.
McShooterz  [developer] 27 Nov, 2013 @ 6:37am 
When it comes to resources there seems to be three parts they play in game.
1.) Controlling a resource gives a faction wide bonus regardless of quantity.
2.) Resources can be traded for wealth based on a supply and demand system.
3.) Resources can be used as a requirement for buildings.

As of right now to my knowledge the quantity of a resource only effects trading; 1 unit of any resource is enough to get the bonus or to build a building requiring it. If it was simple to do I would attempt to change this.

I don't want to mess with 1 & 3, but instead the idea was to expand 2. Having more resources of different values, which will be in different supplies and demands. I wanted to increase the incentive to trade by increasing potential wealth based on more than the choice of conquering a settlement with a resource.
Tianran 28 Nov, 2013 @ 8:34pm 
First, if i were to add resouce to the game I would chose something along the line of heavy metal, spice or ivory and pearls, which are highly regional and easy to transport, rather than meat and fish. Tools and bricks I probalby won't even consider to be resources.
Tianran 28 Nov, 2013 @ 10:00pm 
Second, one of the differences resource make, is to make different regions of the world different rather than similar. We are not manully managing what resource to trade and what not, don't really care about how much of each resource is traded to whom, and the only thing that really matters is each resource adds on to the current trading income. Adding more resource does not change that. AI may tend to trade more due to the increased profit, wealth maybe more equally distributed among all province, but I really don't think it makes trading any more interesting.
Tianran 28 Nov, 2013 @ 10:19pm 
Pardon me for twisting your word a little bit, but I think by adding one resource to each settlement, it's actually Less than the choice of conquering a settlement with a resource rather than More, I don't know if you can see my point here.
McShooterz  [developer] 29 Nov, 2013 @ 7:17am 
I think the major disconnect is regional vs. non-regional resources. I added regional resources CA did not finish, but most of what I have done is added resources that are not meant to be regional. Grow or produced resources don't dominate the game, but they can effect trade value, and players can have control over how much or what is produced. Giving players some more control of what resources their empire has or produces is how I intended to make trading more interesting.

The conquering of settlements with resources exists, and I don't want to change that because it works, so this has nothing to do with that. What I changed is what resources an empire can have from construction choices alone; building builds that produce goods to trade.
Wayz 29 Mar, 2014 @ 2:49pm 
Any chance you could keep the resource side of it seperate? You have two mods that conflict with each other over resource location and building requirement etc. 8 in total.
Its a good idea and until recently i was using Xilos "Meaningful Resources" and it made the game so much better. Alas he is ignoring his subscribers so not sure when or if he will update.
Last edited by Wayz; 29 Mar, 2014 @ 2:49pm
McShooterz  [developer] 29 Mar, 2014 @ 2:56pm 
Most people that makes mods do so while they have interest in actually playing the game. The sad truth is that he probably has moved onto another game. I have moved onto doing other mods for other games. I don't mind coming back to fix things that are broken, because at some point I will probably get back into Rome 2.
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