I wont comment on any suggestion as I think those are quite good ideas and totally reasonable.
Zitat:
I'm not very familiar with S4. Please explain in detail how the mines work there ;)
Well, mines never fully depleated.
They just became less efficient with each ore mined. Means at the beginning you had a 100% chance to get 1 resource for 1 food. As you
mined more ores, they became less efficient, means you had to pay 2 food for 1 resource etc.
So my idea was: never mine all ores (means 1 is always left), then count all ores in reach for a mine (2 nodes) and then check the
amount.
Base:
__X_X_X
_X_X_X_X
X_X_M_X_X
_X_X_X_X
__X_X_X
Lets say its an iron mine and some iron is around
__0_1_3
_0_2_5_7
0_1_3_5_7
_0_2_3_2
__0_1_0
Means: 19 spots, maximum 19*7 = 133 iron, min 19 iron, actually 42 iron
min chance: 19/133 => 14.3%, max chance = 133/133 = 100.0%, current: 31.6%
Means with this setup you need ~3 food for one iron at the moment. Maybe stone is produces when no ore is mined.
It'd be also good to add more food options (just like in settlers 4), Coalmines like bread and work with 100% efficiency, Ironmines
like meat, goldmines like fish, stonemines like bread. This way there wouldn't be only mills and bakerys. Also economy becomes less
stable.
Yet an other problem is, that borders aren't that borders don't change that often. To change that problem, it should become less easy
to hold big areas. How to solve that, I have no idea. Maybe military buildings should also need food/beer to boost defenders/attackers
a bit, if you dont have food/beer the moral decreases and soldiers may have -1 hp or -1 chance to hit. Soldiers may use those resources
while doing nothing. barracks slower, fortresses faster, depending on soldiers in the building.
One more idea is: gold doesn't upgrade soldiers, gold increases a stat, like dices are increases by 0.01% for each gold stored. But
also add a maximum for gold stored in any building (maybe depending on mapsize or setting). That way an enemy could attack storehouses
to decrease your strength. Basically add more tactical points you can attack.
And my last idea for now: Privates have less armor (not regarding the shield) and have to carry less, thats why they should attack on a
greater distance, maybe, as they aren't that cocky like a general, they could disguise themselves and trick defenders to not defend.
That way weak soldiers could attack buildings in the inland which aren't that good defended. A general has heavy armor and could not
attack over such a distance.
Well, just an other idea came into my minds:
Cap ranks by lowest ranks. Like if you have 5 privates, one can promote to a private first class, if you have 5 privates first class
(means 25 privates and 5 privates first class) you can have one sergeant etc.
That way gold becomes quite useless unless... there is something else you could do with gold.
But all thoses changes share the same problem: the game isn't that easy to understand anymore.
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