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Home » news » forums » Space Empires V » Space Empires V General

SE6 idea: Unique Resources

Submitted by stuka87 on Tue, 2008-06-17 17:55. Space Empires V General

This idea is not new to strategy gaming, most well known example is Civilization III and upwards. That is, you need certain resources, accessible only at a few tiles of the map, to manufacture various units and improvements. Say, you need to mine Nividium to use Polaron beams, or farm Psylocibe fungi to build psychic weapons, and so on.

This lends a whole new strategic depth to the game. Some deserted asteroid belts become invaluable and targets of massive assaults, losing a Crystal mine means that Crystal ships can not be repaired once the stocks are depleted. Empires need to trade, and trade relations become extremely important. To find these resources, scanners of some given level may be required.

In Hearts of Iron, some resources can be transformed into others, most notably coal to oil. This may be an option, but not necessary.

Random resource availability means that one can not settle for a super strategy. One map may provide Polaron resources so PP-wielding fighters can slice through heavily shielded cruisers - another map may have no "Nividium" so PP is nonexistent in that universe. This would of course require a careful tech tree design and balancing.

These are only examples, but I guess the idea is clear. What do you think?

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crimson's picture
Mod Designer

Re: SE6 idea: Unique Resources

Submitted by crimson on Tue, 2008-06-17 21:04.

Sounds great, but think how long it would take to get the AI to understand whats going on. "So this coal turns to a diamond or oil, Now which comp need what again..."

He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao

highlighter/User define lang for NOTEPAD++ for SEV
Crimson Concept Mod for SEV

Crimson

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Tue, 2008-06-17 22:19.

Don't worry for the AI. Civ handles resources quite well. It recognizes the need for iron or coal, attacks when a resource is beyond its borders, and defends them. It can be done.

This should, btw, replace racial tech. Racial tech is something you either have from start to end, or not. Rare resources can be gained, hoarded, lost and taken back.

Scarcity is important. So that even if you do have a Crystal planet, it doesn't allow you to crystallize all your fleet. It should be precious.

It is also important that resource-dependant weapons should not be be overpowered. Thus the resource site can be taken by a last ditch, human wave style force of despair, preventing the enemy from profiting more.

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Re: SE6 idea: Unique Resources

Submitted by Fyron on Wed, 2008-06-18 02:46.

Implementing (stock) Civ-style resources into SE is a terrible idea IMO. The implementation in most Civ games/mods is horrible, serving to ruin the game when you don't find those few critical resources that are absolutely required to even try to compete. No iron? You lose in war during the entire middle of the game. No oil? You lose in the mid/late game. This is not fun, it is destructive to good gameplay. The only way such special resources are handled well is if they either make it cheaper to build the unit (eg: Axemen cost 80 shields, or 50 shields with copper), or give some sort of bonus to it (eg: Axemen built with copper get +1 strength). Every resource-requiring unit should have a (slightly) weaker alternative that does not require the unit. Requiring them to build entire tech eras worth of units in the first place was one of the worst features added to Civ3... It boggles my mind that it was perpetuated into Civ4 stock.

Of course, in SE terms, things get muddled by the deeper level of design available. Certainly, it would be bad game design to prevent the construction of shields without a special resource. Instead, having the resource should make your shields have 10% more points or so. Thus, the resources are still strategically valuable, but you avoid the ruination of the game as occurs all too frequently in Civ.

What would be a better idea than magical Civ-style "have or have not" resources would be built-in support for more than 3 basic resource types (there are ways to create pseudo-resources with the events scripts as discussed in a recent thread, but first class support would be preferable). This way, they can be treated the same as minerals/organics/radioactives in terms of scalable, limited production amounts.

Quote:
This should, btw, replace racial tech.
Why? I don't see how you could find some random "ferveridium" resource and suddenly your race becomes deeply religious. Magic crystals transform your race into telepaths?


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Re: SE6 idea: Unique Resources

Submitted by rahlubenru on Wed, 2008-06-18 05:01.

Racial tech is good, it possibly should be tradeable/travel with populations but maybe have a tech that can be researched to give access to a racial tree though (it'd have to be expensive)

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Re: SE6 idea: Unique Resources

Submitted by Raapys on Wed, 2008-06-18 08:34.

Definitely something that should be considered for the next game. The scenario Fyron mentions can easily be avoided in Space Empires since you've so many components; where in Civilization lack of copper might completely prevent building a specific unit, in Space Empires that would only go for some weapon, engine or shield type components among many others. And since the whole thing would be moddable, there's no problem going back to the old system for those that would like to do so.

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Wed, 2008-06-18 11:33.

Raapys wrote:
And since the whole thing would be moddable, there's no problem going back to the old system for those that would like to do so.
Bad systems should still be avoided for the stock game.


SpaceEmpires.net | Space Empires Wiki

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Re: SE6 idea: Unique Resources

Submitted by Raapys on Wed, 2008-06-18 13:15.

Yes, we wouldn't want to ruin the high quality stock game by putting in imbalanced features.

Anyway, I see what you mean though, but it could probably be worked into becoming a mostly-balanced system; at least as balanced as the already existing 'random generation of planets' thing where one empire can end up with lots of breathables and another can have none.

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Re: SE6 idea: Unique Resources

Submitted by gosu on Wed, 2008-06-18 13:16.

Hmm, new resources could be also incorporated in another way. Let's think about supply (and ordnance) - the resource is loaded onto our ships, which use them to fuel their engines. Now what if we have a more efficient fuel ? The same amount can propel us much farther ( maybe some bonus movement points ? ), but the engine will be able to work on the 'basic' resource, in this case on supplies.
That one shouldn't be very hard to code too - "check if we have resource X; false = use basic resource; true = use resource X and have more movement points". The same thing could be applied to weapons or even shields. ( In fact a trio would present itself quite nice ) Hopefully that wouldn't unbalance the game and allow us to have a try at somewhat different tactics.

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Wed, 2008-06-18 13:40.

Fyron: I am sure your worries are unfounded. However, it is true that balance is crucial.

1. See racial tech. It does give unique advantages to the race that has them, while other races have virtually no access. A Crystalline race will have Cr. armor, shard cannon etc, others will not, never ever. Does it ruin the game? No it does not. You can counter Crys tech with either another racial tech, or standard tech applied in larger numbers or better tactics. If its a resource, the situation is much the same, except now you have strategic sites that have to be held or taken. Its not "just another planet". You go in kamikaze style, lose much of your fleet in an epic battle, but you got that precious mine, and he lost it.

Suppose I have "polaron resource", so I can build PP ships & fighters. Is my opponent doomed? Not at all: he should drop shields and go for armor, or run for Phased shields. What's more, he should look for special armor tech, either produce the resource it needs, or trade for it.

2. See real world. A country that has no oil has difficulties maintaining an oil-dependent economy and army. However, they can still a) find and conquer others oil fields, b) shift to alternative fuel/energy, c) produce something else that can be sold, and buy oil on the world market. It is just not so that all countries have all the same resources.

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Wed, 2008-06-18 14:54.

stuka87 wrote:
Fyron: I am sure your worries are unfounded. However, it is true that balance is crucial.
Your certainty is built on a foundation of sand. Eye-wink

stuka87 wrote:
However, it is true that balance is crucial.
Yes, and balancing on/off resources is not possible. Stock Civ-style systems of on/off resources either completely destroy any semblance of game balance, or they have no net effect (by virtue of everyone being able to gain access).

Quote:
Suppose I have "polaron resource", so I can build PP ships & fighters. Is my opponent doomed? Not at all: he should drop shields and go for armor, or run for Phased shields. What's more, he should look for special armor tech, either produce the resource it needs, or trade for it.
I'd say that being unable to build such a basic component as the PPB at all without a special resource is a fundamentally flawed design.

Quote:
2. See real world.
Realism is only a good design metric if it does not damage gameplay.

Quote:
However, they can still a) find and conquer others oil fields,
Which proves virtually impossible in video games (eg: Civ3/4), because they cannot build military units that can even come close to competing with what the oil-owning Civ has. This is why its a far better idea to still allow units to be built, but weakened a bit, without those crucial resources.


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Re: SE6 idea: Unique Resources

Submitted by Astroshak on Wed, 2008-06-18 15:15.

I think that Civ is not the model to look at with regard to these special resource ideas.

Master of Magic is a better source of inspiration. In MoM, a city that both has access to mithril and has access to a certain building builds units that are just a little stronger than the regular units are. Swordsmen have 4 swords instead of 3, and 3 shields instead of 2, for example. Cities with access to Adamantium build units with +2 to those stats, rather than +1. This does not make for super units; this makes for somewhat tougher units.

A space-faring analogy would be a resource material that cannot travel from one planet to another in its raw form; but can be used as a substitute material making engines 10% more efficient (use 10% fewer supplies per move), or make shields 5% stronger, or weapons 15% more powerful, or guns 20% more accurate. However, because the material does not travel well, only ships/units built on worlds with the material recieve these bonuses.

Certain metals might offer anywhere from 5 to 25% boosts to armor and structure of a ship. Another planet might have a rare form of crystal that makes energy use more efficient, resulting in a 5% across the board boost in engine efficiency, shield and energy weapon strength. Another crystal on another planet might work as a superlative focus for beam weapons, increasing the range by 50%. But, building a ship with those long range beams precludes building that ship with a 5% energy efficiency boost, or some kind of armor and structure enhancement. Or some rare planets might have two types of resources. I don't see it really possible to balance having one planet with more than 1 or rarely 2 special materials though.

Naturally, congealed planets from asteroid fields would only have these resources if they were found in the asteroid belt - and some might be destroyed (the crystals shattered when all the asteroids collided, and are gone, for example - or the material was so dense it all puddled into the planet's core, out of reach) when the planet is put together. Constructed planets (namely, Ring and Wphere Worlds) would be completely barren of these special resources (they're not used in making the various plates and cables).

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BlueTemplar's picture

Re: SE6 idea: Unique Resources

Submitted by BlueTemplar on Wed, 2008-06-18 15:15.

Oil sucks! Steampunk ftw! Laughing out loud

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Wed, 2008-06-18 15:21.

Fyron, how about current "racial tech"? Why is it any better in terms of balance? My opponent has organic armor, I don't. By your logic, the current racial system is flawed and killing the game. However, evidence shows otherwise. I will pound that organic piece of dung with my good old-fashioned weapons until it burns. Maybe its not that easy, maybe I'll lose some ships, but it can be done.

You also forget about trade. Which is a non-factor in SE5, just a slight bonus. You can play through the game without ever trading a penny.

[On a side note: I can't see why you're battling the idea so vigorously. Its not about gay marriage, cool down.]

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BlueTemplar's picture

Re: SE6 idea: Unique Resources

Submitted by BlueTemplar on Wed, 2008-06-18 15:36.

Sigh... why can't people stop using that adjective everywhere - "that marriage is so gay"... it's silly!

Trade a slight bonus? I often get as much from trade as from my empire!

BTW, a rare (=!exclusive) ressource system does not need SEVI (or SEX) to happen (sorry for the gay pun), only some modding efforts. And look at Heroes of Might and Magic for instance : you have 7 ressources : gold - very common; ore and wood - less common; sulfur, mercury, gems, crystal - 2x more rare than wood and ore.
And a (highly inefficient) marketplace system to trade from one ressource to another.
And this system works pretty well!

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Wed, 2008-06-18 15:52.

That's what I'm saying. Rare resources make excellent focal points and casus belli. But they are no winner cards by themselves. I usually have a large tech lead in my games, but massed forces of dated tech can still strike back or defend effectively. Even the poor AI can flood PD sometimes, for example.

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Wed, 2008-06-18 15:56.

Quote:
"In MoM, a city that both has access to mithril and has access to a certain building builds units that are just a little stronger than the regular units are."

I'm afraid a 5-10% bonus is too weak. Its not enough incentive to have fleets die for.

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Wed, 2008-06-18 16:26.

stuka87 wrote:
Fyron, how about current "racial tech"?
What about it? It does not prevent you from using huge swaths of the tech tree because you don't have a trait, ala civ-style on/off resources. Organic armor may be better than regular armor, but you do not have to play without armor at all because you do not have the trait.

Quote:
You also forget about trade.
Given the tendency to make AIs cheat, trade is a non-starter (especially in Civ). Even finding another civ with 2 iron to trade doesn't really help, because the only way to get it is to offer up half of your civ in exchange.

Quote:
On a side note: I can't see why you're battling the idea so vigorously.
Vigorous battling? Eh?

stuka87 wrote:
I'm afraid a 5-10% bonus is too weak. Its not enough incentive to have fleets die for.
The exact amounts are up for debate, naturally. 5-10% is certainly better than a virtually infinite percent though (just try fighting legions of macemen and knights with only longbows, maybe some copper-based axemen, sometime).


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Thy Reaper's picture
Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Thy Reaper on Wed, 2008-06-18 17:18.

I was thinking about this today - having only read the OP - and came to a similar conclusion as Fyron. On/Off resources that are required for any sort of progress only hurts gameplay.

However, special resources that allow access to improved construction or even entirely separate, unique components is far less destructive to gameplay, and even creates additional strategic targets. I'd say that these resources also shouldn't be On/Off. Mining at 1000 units/turn should let you build units that use that material at 1000 units/turn, and no more. In this manner, rare resources could be made less rare, and finding a small deposit - although useful - wouldn't be overpowering, but still valuable enough to fight over (I imagine the effort to defend these deposits would be comparable to their usefulness, so smaller deposits would be rather easily contested).

-----
A project a day keeps the deadline away.

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Wed, 2008-06-18 17:22.

Fyron: As I said above, unique resources are to replace racial tech. Therefore, they do not give any more advantage than those. You have Crystal, you can use Crystalline armor; you have no Crystal, go with standard armor. Civ was merely an illustration. I hereby revoke the PP thread (although PP is not a must).

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Wed, 2008-06-18 21:41.

How do you gain or lose "deeply religious" aspects from a resource? How do you gain or lose telepathy/telekinesis/psionics from a resource? These are things that are deeply ingrained into a species, not something you just randomly pick up or lose by finding quantum 40 on a planet.

Even Crystalline and Organic tech are not really things that could just be turned on or off. Ideally they should go farther than they do, defining fundamentally different sets of basic components and such, with varying (but balanced) properties. Granted, you could develop some such technologies at any time, but the traits are supposed to represent thousands/millions of years of evolution and societal development. An Organic ship is supposed to be a living organism, with resulting properties. Its not just a completely regular ship with regenerative armor grafted on (otherwise it wouldn't need to require a racial trait at all).

"Temporal" technology is not so clear...

There is room for both racial traits and map-based special resources; they'd simply cover different aspects.


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Re: SE6 idea: Unique Resources

Submitted by marhawkman on Thu, 2008-06-19 09:40.

I agree with fyron. The freeorion.org project's planning phase included a rather long discussion concerning this. The general concensus was that the Civ style SUCKED. special resources should give bonuses, preferably only if you use the resource when building. IE capturing asteroid gamma 20 will give you a supply of Xentronium. BUT you can only mine 10 units per turn, and the asteroid's supply is finite. (maybe around 1000) also to use the resource you have to specify that you're using it for a ship's construction/retrofit.

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Re: SE6 idea: Unique Resources

Submitted by SpaceLover on Thu, 2008-06-19 13:47.

Maybe they should add wonders in SE6 too O.o
For example:
Spaceport Headquarters (acts as a spaceport, but effects Quadrant Wide)

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Thu, 2008-06-19 14:55.

You can mod wonders in now with the available scopes and requirements.


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Re: SE6 idea: Unique Resources

Submitted by Astroshak on Thu, 2008-06-19 16:49.

stuka87 wrote:
Quote:
"In MoM, a city that both has access to mithril and has access to a certain building builds units that are just a little stronger than the regular units are."

I'm afraid a 5-10% bonus is too weak. Its not enough incentive to have fleets die for.

I gave that as an example. It was obvious to me that the numbers would need to be hammered out.

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Re: SE6 idea: Unique Resources

Submitted by stuka87 on Thu, 2008-06-19 18:26.

Fyron, I cited racials as a counterargument to the notion that unique resources, and thus special, not freely accessible tech could "kill the game". NO it wont. Racial tech does not kill the game, so having special techs bound to a resource and not an initial character-generation doesn't either. QED.

I didn't like the CIV system for two reasons: doesn't keep track of quantity (you either have iron or not), and the AI is unlikely to trade. But these can be resolved, SE already counts the 3 resources for quantity.

markhawkman: "special resources should give bonuses"

Actually, giving a new weapon or device is a bonus. Swordsman is merely a bigger number than Axeman. Its a bonus, a number, not a real man with a sword. Racial tech is also a bunch of bonuses. A shard cannon is a DU cannon with some bonuses and the ability to skip armor. (Oh yes, doesn't this kill the game?)

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Captain Kwok's picture
Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Captain Kwok on Thu, 2008-06-19 19:00.

stuka87 wrote:
Racial tech is also a bunch of bonuses. A shard cannon is a DU cannon with some bonuses and the ability to skip armor. (Oh yes, doesn't this kill the game?)

The main difference here is that you have paid for this advantage in the terms of racial points, of which the other players have used their points for other advantages to balance things out. It's not by random chance.

That said, I think there is some room for a similar concept, but I'm not sure what the best way to go about is.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: SE6 idea: Unique Resources

Submitted by Fyron on Thu, 2008-06-19 22:02.

stuka87 wrote:
Fyron, I cited racials as a counterargument to the notion that unique resources, and thus special, not freely accessible tech could "kill the game". NO it wont. Racial tech does not kill the game, so having special techs bound to a resource and not an initial character-generation doesn't either. QED.
You were talking about making basic, fundamental items require special resources (eg: the PPB), which is not the case with the existing racial trait system, as below. QED indeed...

Quote:
A shard cannon is a DU cannon with some bonuses and the ability to skip armor. (Oh yes, doesn't this kill the game?)
No, it doesn't. You still have access to a bunch of weapons without the Crystalline trait. You can get Meson Blasters, PPBs, APBs, etc. Its not an all or nothing situation, as with Civ-style iron, oil, etc. resources. If there was no way to use Shields, for example, without a racial tech trait, there would be an analogous situation.

Quote:
Actually, giving a new weapon or device is a bonus. Swordsman is merely a bigger number than Axeman.
This is incredibly misleading. The trouble is not Axemen vs. Swordsmen (Axemen are clearly superior in most cases to the Swordsmen, given that the AI will defend cities with them), its Axemen vs. Macemen (no iron), vs. Knights (no horses). Its Infantry vs. Tanks. Its Frigates (or Ironclads with lucky coal) vs. Battleships. We are talking about combat strength advantages of 100% or more here. Its the poorly designed Civ tech tree that creates huge gaps in military tech without basic resources. This is what we have been arguing is bad. Tech must always improve with or without special resources. The special resources should just provide a bit more improvement. SE has a more complex tech tree, with lots of items branching out, but these sorts of factors still must be considered.

Plus what Kwok said about the racial point tradeoffs being a completely different ballgame than randomly distributed resources on a map.


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Re: SE6 idea: Unique Resources

Submitted by marhawkman on Fri, 2008-06-20 03:12.

Indeed, my example was showing IMO a GOOD way to do this. IE you mine the crap and use it to enhance your stuff. It's not a requirement for building the weapons in the first place.

Like your shard cannon example, essentially you have a special mineral you use to augment a regular weapon to give it special properties. The Key here is that your empire has a finite supply. You could in theory even stockpile the stuff for later use if you don't need it immediately. The biggest issue was the yes/no way of deciding if you have it. Sad

Do I control a Planet with Ice9 available? Yes. Have I built an extractor facility? Yes. Does that automatically make my ground assaults more deadly? no. I still need to equip my forces with the stuff to use it.

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Disco Stu's picture

Re: SE6 idea: Unique Resources

Submitted by Disco Stu on Fri, 2008-06-20 06:33.

I agree with Fyron.

But there are some good ideas here which could work with some fine-tuning.

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Re: SE6 idea: Unique Resources

Submitted by Zac QuickSilver on Fri, 2008-06-20 18:26.

So I've read all the arguments, and have come up with the following conclusions, assuming this will be included in a future SE game:

1) Some racial techs should be maintained. The racial techs should be based on physiological (organic manipulation), societal (Religious tech), or otherwise based on the race (Psychic, or the Arcana mod I'm working on).

2) Resources should provide access to unique tech trees that require access to the resource to research, and are required to utilize the resource.

3) The benefit provided by the resource should be small: Crystal armor heals your shields when hit (up to 10% of damage taken); mythril armor ignores attacks below a certain damage amount; and protonite engines give .2 point of free movement each turn.

4) Amounts should be restricted: each tech tree gives a facility/module to extract the resource from it's location (crystal is found on planets and in asteroids; shock orbs are found in some storms).

5) The current tech tree should be maintained as much as possible: lacking every special resource should not constrain one's success. In other words, the game should be able to be played to completion in a galaxy that has no special resources.

Perhaps one game to call on for inspiration would be Shogun: total War. In that game, certain provinces have Iron deposits. In (only) those provinces, you can build Armories, which are required for Heavy Calvary. Heavy Calvary are some of the best units in the game, but are expensive, and require a substantial investment to develop the infrastructure to build them. Even if you have them, an informed opponent can counter them with Yari Samurai, one of the cheaper units in the game, and cost for cost, the Yari Samurai win.

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Re: SE6 idea: Unique Resources

Submitted by Dark_Lizerd on Mon, 2008-06-23 02:55.

Planets are huge and have lots of different resources.
But not all resources are usable by low tech societies...
Different tech levels make new resources available...
IE: 2000 BC, Uranium is not usable
1000 AD, Uranium is still not usable
2000 AD, Uranium is usable but dangerous
2200 AD, Uranium is usable, and now safe.
2300 AD, Uranium is usable, but when combined with new discovered crystals, it creates 100 times the power as before.
2400 AD, Who uses Uranium? Hydrogen fusion is safer and every house has its own reactor...
Some resources are needed by one tech level, and not needed at another.
OR: Some races may have bypassed the need for the black tar and would there not understand why Terans are killing for the stuff... but water, now that is a resource to kill for!...

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Re: SE6 idea: Unique Resources

Submitted by marhawkman on Mon, 2008-06-23 14:54.

the problem with implementing that model in a game is that it assumes you have the resources available. If you some how don't, it fails miserably.

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