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Author Topic: Civilization stone quarrys  (Read 1028 times)

Idiom

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Civilization stone quarrys
« on: September 01, 2008, 04:05:23 pm »

Have you ever wandered down a brick road in adventure mode? How long and wide it is? You know how many thousands of tiles of stone had to have been mined for that? All the stone you import? Where does it come from?

I propose civilizations dig stone quarries for supplies. Firstly for realism. Secondly, it might make a neat place to embark to.

EDIT:
Wayyyy later when the army arc is nearly finished, they would make great targets. If you can interrupt their stone supply and slow the construction of castles and other fortifications of a rivaling civilization.
« Last Edit: September 01, 2008, 04:07:59 pm by Idiom »
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Duke 2.0

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Re: Civilization stone quarrys
« Reply #1 on: September 01, 2008, 04:51:42 pm »


 I actually made a suggestion about different sites. Mines, farms, factory towns, residental towns, military towns, etc.

 I would enjoy seeing quests to rid mines and quarries of megabeasts.
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i2amroy

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Re: Civilization stone quarrys
« Reply #2 on: September 01, 2008, 04:54:01 pm »

It is already planned (merchant arc, I think) to add in resource tracking, so that each civ will only be able to use the resources available to them.
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MMad

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Re: Civilization stone quarrys
« Reply #3 on: September 02, 2008, 12:53:42 am »

It is already planned (merchant arc, I think) to add in resource tracking, so that each civ will only be able to use the resources available to them.

I suspect road construction will still have to "cheat" in this regard though, or (as the OP said) few roads will ever be finished. :)
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magikarcher

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Re: Civilization stone quarrys
« Reply #4 on: September 02, 2008, 02:11:37 am »

@ MMad: Possibly one block could construct 9 tiles of road if this implemented?

On Topic: Everyone knows that the stone is taken from the deepest parts of the chasms that scatter the mountains. Sheesh, didn't you pay attention to the tuto- LOL TUTORIAL!
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Granite26

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Re: Civilization stone quarrys
« Reply #5 on: September 02, 2008, 08:56:31 am »

It is already planned (merchant arc, I think) to add in resource tracking, so that each civ will only be able to use the resources available to them.

Isn't that already the case?

Mephansteras

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Re: Civilization stone quarrys
« Reply #6 on: September 02, 2008, 01:32:48 pm »

Parts of it are in, but not all of it. For example, a civ without any access to raw aluminum can still send you aluminum bars.

And I wholeheartedly agree with the idea of there being specific mines, logging camps, quarries, etc. They'd probably have small villages attached to them, which then send their raw materials to a nearby town with better merchant access, like rivers.
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Granite26

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Re: Civilization stone quarrys
« Reply #7 on: September 02, 2008, 01:38:38 pm »

sounds like what needs to happen is A: Civs can only use raw materials they produce, and B: expanding civ placement should maximize production.

Maximizing production means fewer good sites for your forts though.  It's a tradeoff...

Pilsu

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Re: Civilization stone quarrys
« Reply #8 on: September 03, 2008, 02:11:44 am »

This would result in nothing else but making 90% of all player forts unable to get resource X which is irritating, not interesting
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Granite26

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Re: Civilization stone quarrys
« Reply #9 on: September 03, 2008, 09:10:54 am »

I take it you are of the 'Civs shouldn't maximize their resources, because I need to be able to get every site feature in a single fort' school?

A:  Start the game earlier
B:  Fight the current occupants for it.

Lazureus

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Re: Civilization stone quarrys
« Reply #10 on: September 03, 2008, 01:28:19 pm »

Have you ever wandered down a brick road in adventure mode? How long and wide it is? You know how many thousands of tiles of stone had to have been mined for that? All the stone you import? Where does it come from?

Makes me wonder why we can't build roads paved with the bones/skulls of your enemies
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Granite26

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Re: Civilization stone quarrys
« Reply #11 on: September 03, 2008, 01:41:11 pm »

I'm actually wondering if we shouldn't occasionally find quarries at the bottom of DF worlds, or big lumps of 'unmineable stone' that serve as long term quarries for stuff.  Too slow to be unbalanced for the fort, but later on, when you 'retire as outpost' the fort, it will continue producing that stone/ore as an export.

Granite quarries should be common, but there's maybe one diamond quarry in a large world.