Heya,
From a previous thread Aaron wrote:
My original proposal was this:Now, I also want to say that I honestly like the idea of negative resources if they were handled properly. Leaving the difficulty argument to the side for the moment, I think they could add some interesting gameplay elements. Having given it a bit of thought I feel it might be a good idea if negative resources could be corrected with a labor option from within the city (keep in mind that I've been playing MoO2 this week and I'm a huge terraforming fan). However, I think the topic is a bit too much to discuss here and I honestly feel it's DLC material. Troy, could you start another thread about it so we can weigh the pros and cons?
Basic Negative Resources
-Locust Colony: -1 food (desert, plains, forest)
-Soggy Ground: -1 production (swamp, plains, forest)
-Null Stones: -1 power (hills, mountains)
-Pyrite: -1 gold (hills, mountains, desert)
-Mosquito Swarm: -5 population growth (swamp, forest)
-Quicksand: -1 movement to units [to a minimum of 1] (desert, swamp, forest)
Mixed Negative Resources
-Lead: -10 population growth, +1 production, +1 gold (hills, mountains, swamp)
-Tobacco: -10 population grown, +1 to happiness/-1 unrest (plains)
-Alligators: -5 population growth, +1 food, +1 gold (swamp, shore)
-Puffer Fish: -15 population growth, +1 food, +1 gold, +1 happiness/-1 unrest (shore, ocean)
-Wild Boars: -1 production, +1 food
-Kelp Forest: -1 movement to naval units [to a minimum of 1], +1 food (shore)
-Coral Reef: -2 movement to naval units [to a minimum of 1], +1 gold (shore)
-Peat Moss: -1 food, +1 production (swamp, plains)
-Radium: -5 population growth, -1 food, +2 power (all except shore and ocean)
-Poisonwood: -1 food, +1 power (forest, swamp)
-Thickened Vines: -1 production, +1 food (plains, forest, swamp)
-Magpies: -2 power, +1 food (forest, swamp)
I now also want to add these, since it was a pretty major oversight IMO:
-Dark Ademantine: As Ademantine Ore, except -5 population growth.
-Dark Mithril: As Mithril Ore, except -2 power
-Charbones: As Boneyard, except -1 production
-Felwood: As Darkwood, except -1 food
-Dark Ethrerium: As Etherium, except -1 happiness (+1 Unrest)
-Bleedstone: As Heartsone, except -5 population growth.
-Darkshade: As Nightshade, except -1 food.
-Dark Obsidian: As Obsidian, except -1 production.
-Slowsilver: As Quicksilver, except -2 power.
I feel the above aught to be included so sorcerer-lords still have access to those materials and buildings like the Alchemists' Guild serve a purpose.
Anyway, on to why I feel these are a good idea.
1. Negative Resources do increase difficulty. In the previous thread, people had a tendency to get way too hung up on equating Difficulty with Sorcerer-Lord AI. There are other AI's at work such as neutral cities, titans, wandering monsters, and by extension- world features. All of these must be taken into account when thinking about difficulty. Negative resources will slow a player's expansion which increases the dangers from wandering monsters, world feature spawns, titans, and neutral city units.
2. Negative Resources provide a tangible and visual change to the game at the upper difficulty levels. This really increases the depth of the game. The style and strategies and feel of the game on easy and normal modes would be demonstrably different from the very hard and impossible modes. The game would provide a visual cue that things are changed and the player should expect a far more dangerous and thrilling experience- not just the AI cranked up to 11. Any time a game can provide a visual marker that the total experience will be different, that's a plus.
3. Negative Resources explore design space that has been only touched at the surface level in previous 4x games. Here is a chance for Worlds of Magic to break some new ground (in addition to its awesome magic system). Almost all the resources currently on the Wiki are also in games like Civ5. The rare exception being fantasy-specific resources like Mithril or Nightshade (which were in MoM, of course). But Negative Resources give Wastelands/Lucid Dreamers a chance to show they are striking out and exploring new and original design ideas. For this reason alone, I wish they could be in the core game at launch. But I imagine that the art team is already pressed hard to get the final factions done and throwing on a ton of new icons would probably not go over well, LOL!
Anyway, this is why I really like negative resources. I think they'd be very good for the game both in the long run and in the short term by increasing the depth of play and truly challenging players in the very top difficulty settings.
Peace,
-Troy