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Age of Empires III Discussion

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Topic Subject: New resources!
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posted 11-10-03 06:25 PM CT (US)   
Shouldn't sliver and iron be added onto the list of wood, gold, stone, and food? Or at least replace stone with iron.

And it would be cool if you can actually see your villie going down in a iron mine and pushing the iron out in carts. Instead of building mining camps, you would build a iron mine next to the iron and the villie would slowly erode away the iron into your stockpile

Any1 else have some ideas for new resources?

Medieval Warfare

posted 11-10-03 06:38 PM CT (US)     1 / 110  
I don't know, having so many resources sounds very complicated.

Well, wood is essential for building.
Food I guess is also essential and a large part of the game is gone if food is taken out.
Any money system is based on gold, so gold should stay, too.
And iron replacing stone isn't really that useful if you have to make castles still.

I guess it depends what era it is - like if it's during Industrialism (which I doubt), maybe coal...

Water maybe?? Like water is used as a constantly depleting resource, and you have to install wells and build aqueducts around your town to maintain a certain population (if you have villagers, if it's a military-only scenario then this would not be needed)...

They would have to be maintained, of course, like farms...maybe some techs so that maintenance doesn't have to be performed as often?

posted 11-10-03 06:52 PM CT (US)     2 / 110  
Yea, I guess your right
Too many resources are just too confusing and ruins the game! But hopefully it won;t go into the Industrial Age...yet.
The main focus is on the Rennaissance, so you would have at least 5 resources: food, wood, gold, iron, stone (sliver??)

Water sounds a little alike C3 or Pharaoh. I guess it would make the game harder, cuz the enemy can just cut your water supply, by destroying your water adequect.

I still think the visible mines for villies are a good idea!
Architecture upgrade would have a big role in preventing mines from collapsing!


It'll be cool if you can actually see your villie going down in a iron mine and pushing the iron out in carts. Instead of building mining camps, you would build a iron mine next to the iron and the villie would slowly erode away the iron into your stockpile and the same for gold and sliver!

[This message has been edited by Medieval Warfare (edited 11-10-2003 @ 06:53 PM).]

posted 11-10-03 06:56 PM CT (US)     3 / 110  
Yeah, more realistic mines...I mean, you don't just walk around and see piles of gold sticking up out of the ground. You'd have to at least dig somewhat. And silver...maybe an alternative for gold, and they would both count towards a "money" resource?
posted 11-10-03 06:59 PM CT (US)     4 / 110  
Yeah, that's exactly what Im thinking. Well, since in the Renaissance they bartered both sliver and gold, the gold stockplie would be renamed as Currency (the total gold and sliver put together).

I'm glad at least one person likes my idea of more realistic mining! Thx!

posted 11-10-03 07:08 PM CT (US)     5 / 110  
Yes! Currency! I knew there was a more catchy word that meant the same as money
posted 11-10-03 07:22 PM CT (US)     6 / 110  
AOE III Resources
Currency, Iron, Stone, Wood, and Food.

posted 11-10-03 09:46 PM CT (US)     7 / 110  
doesn't capital fit better than currency?
posted 11-10-03 11:23 PM CT (US)     8 / 110  
Capital sounds like capitalism, which the civs at that point were not. Kings still ruled the land, making it more like a monarchy. Capital would sound better possibly in AOE4 (If they make it) through the Industrial to Information Age
posted 11-12-03 09:17 PM CT (US)     9 / 110  
Also, add this to the recap:

More Realistic Mines, You actually have to build a mine near iron, gold, or stone to get it out. The villies would have to go down into the mine, hack it for a couple seconds, and come out with a cartload of iron, stone, or gold.

And the villie cutting down the tree: I never liked the way especially in AOK: TC, how the wood was collected, I was thinking around this.

The villie would cut down the tree as usual, but actually cut the whole tree off this time and literally saw pieces of the tree and take it to a nearby lumber camp.

And how about weather? Not all days are clear and sunny, some are rainy, others are foggy. That would make it certainly more interesting to play AOE III. Imagine attacking in the rain, what fun that would be

posted 11-13-03 03:56 PM CT (US)     10 / 110  
Why not stick with gold ? its what was the most important ..keep stone add iron and silver...iron needed for bs upgrades along with making infanty (armor)(weapons)
posted 11-13-03 04:35 PM CT (US)     11 / 110  
Currency is your gold and sliver stockpile combined. We are still keeping it, just renaming it.
posted 11-13-03 06:30 PM CT (US)     12 / 110  
^ what he said.

Actually, there already is a variety of ways to get gold in AoK...relics, trading...not just mining. So it might be better to add more variety, give the game some more eye candy...different precious stones that you can mine for money. Gold would probably be rarer, but more efficient...

posted 11-14-03 00:51 AM CT (US)     13 / 110  
Perhaps a mint should be built to convert gold and silver into currency, with gold being more valuable.

| D A R C K R C D D |
posted 11-14-03 02:42 PM CT (US)     14 / 110  
Yes! Good idea. I knew someone could figure it out

Cost: 45 Wood, 15 Stone, 5 gold
Converts your sliver and gold into currency.
Gold is weighted twice as much as sliver.
Ex. 2 units of gold is 4 units of sliver.

posted 11-15-03 01:55 PM CT (US)     15 / 110  
what would silver be used for, extremely high quality bullets or shots for musketeers?

Zone Name: Sooty_Sumo
Dont you just love paladins?
posted 11-15-03 02:08 PM CT (US)     16 / 110  
Maybe. But sliver is just another resource like gold that is used and mined for currency.
posted 11-17-03 06:00 PM CT (US)     17 / 110  
How about replacing the mining camp with a mint? It would automically process the gold and sliver. Of course gold is weighted twice as much as sliver. So you mine 50 sliver, which is equal to 25 gold, which is equal to 25 currency. Got it? But 50 gold is equal to 50 currency. Easy, right?
posted 11-19-03 09:17 PM CT (US)     18 / 110  
How about the gunpowder unit's ? You should not be able to research chemistry and suddenly have access to unlimited gunpowder.Either buy it or gather it yourself. Potassium nitrate and sulphour could be collected in a similar rock breaking method as mining.Charcoal could be a tech from the lumbar camp.Another commodity that created an enormous amount of revenue (and war's) way back when ,was the spice trade,perhaps as well as berry bushes you could incorporate spice groves that (like the trade cart's 'n' cog's) increase the value the further you travel to drop of point ( not a mill, to rustic,this is posh man's fodder !!)maybe a TC or even castle.
posted 11-19-03 09:23 PM CT (US)     19 / 110  
Yea, that's a good idea. They should put spices under the market trade when you build one. Exp prices. 10 units of spices= 5 units of gold. I really like that gunpowder idea, but too many resources just makes the game too complicated. How about mining lead cuz that's what most of the bullets are made of? Charcoal is probably a little to advanced for AOE III, maybe AOE IV would be a better idea for Charcoal. Alrighty?
posted 11-19-03 10:21 PM CT (US)     20 / 110  
I dont think bullet and projectiles were made of lead most of the time during the middle ages and the rennasaince. I could be wrong though.

A lot of resource could make the game too complicated, depending on how you go about putting the resources into the game. If some of the resource weren't needed for every game or important technologies and units(like silver or spices for instance) many resources would be a great addition to the game. Here's some resources:

The Current Resources:
Food- units
Wood- buildings/ships/units/techs
Gold- units/techs/buildings/upgrades

Other widely mentioned useful resources:
Iron/Steel- units/techs/ships/buildings
Water- units(speed of villager gathering resources, etc)
Charcoal- in production of units and weapons
Silver- units/upgrades/techs
Currency(Silver/Gold combined networth in minted coins)-everything

Other interesting Resources:
Gems(possibly effects currency)
Gunpowder(Potassium Nitrate and Sulpher)-for guns and cannons(units)

posted 11-19-03 10:46 PM CT (US)     21 / 110  
Yea, i was just thinking. Some civs could just have gem mines instead of gold mines and they would be worth twice as much as gold.
posted 06-28-04 09:59 PM CT (US)     22 / 110  
greek fire would need spices and things. Im trying to think od things that they used in TimeLine, since the movie was based in the 100 years' war, with AOK takes place in.
posted 06-28-04 10:05 PM CT (US)     23 / 110  


I don't know, having so many resources sounds very complicated.

Aoc_Freako would say the same if he were here..

¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·
posted 06-29-04 02:54 AM CT (US)     24 / 110  
Yes more resources would complicate things a lot. You would need more vills on iron too and then what about the pop to make military units.
Even Stanles Steal Studios gave up on the idea of adding iron to their newest game Empires Dawn of the Modern World.
Think a bit. If they didn't put iron they must have had a reson and that reson is that it would have complicated the game.
posted 06-29-04 07:54 AM CT (US)     25 / 110  
how complicated can 1 resource be? surly not that confusing. and besides, if you need to have more villagers on iron, why doesnt microsoft make the pop. limit larger
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