I would like to propose my concept in few points below:
In simple words - cities do not produce most of resources, it's provinces role. Now the details:
1) Cities main role could be units production, man power and cash generation (taxation). While "hard" resources generation - a heavy, toxic and dangerous industries are moved out of cities, to something we call "provinces". Cities are assembly plants, so they assemble a combat unit from prefabricates ("resources") which are generated by heavy industry facilities ("provinces with a resource").
2) Local industry province improvement could now name as "heavy industry facility", which boosts and adds generation of supplies, components, electronics, fuel, rare materials. Base level of this industry is 1, but can be demolished - so province generates 0 resource, until a new facility lv1 is build.
3) Homeland "province", if has a resource, now produces higher amounts of resources, comparable to standard city's resource output. For example : a fuel province which have base 2k fuel units output. I would of course balance the output but I have no info about top secret formulas. : )
4) I would like to add arms industry unit production requirements :
Tier II infantry units and light armored units require arms industry lv2, tier III - lv3
rest needs : TierII - arms industry lv3, tierIII - arms industry lv5
I think it's strange that we can produce advanced units only with basic arms industry. : ) This change seems cosmetic, because in TierIII times all homeland cities have arms industry l5 for sure. It's interesting if the game change an "auto-upgrade" mechanism someday maybe, so we could produce every tier unit basing on arms industry.
5) Some territory that could "attract" resources to be placed (but it's not a stiff rule):
close to a big city, but not inside a city - due to worker availability
close to a water source - power plants needs a lot of water, and heavy industry needs a lot of power (and water)
fuel on islands - it means oil from offshore platforms
flat lands - i think heavy industry favors it
6) This change could add more importance to provinces and more interesting offense and defense strategies, for example : the only oil industry on a desert where tanks are much more effective. So it is possible to paralyze whole country's production without touching any city.
7) This change could make small countries more playable, because it could now be not necessary to create a city only to give a resource. (Yea, I know : ) ).
8 ) I avoided to adding "new things". Looks like an adjustment change ( from user point of view : ) ).
In simple words - cities do not produce most of resources, it's provinces role. Now the details:
1) Cities main role could be units production, man power and cash generation (taxation). While "hard" resources generation - a heavy, toxic and dangerous industries are moved out of cities, to something we call "provinces". Cities are assembly plants, so they assemble a combat unit from prefabricates ("resources") which are generated by heavy industry facilities ("provinces with a resource").
2) Local industry province improvement could now name as "heavy industry facility", which boosts and adds generation of supplies, components, electronics, fuel, rare materials. Base level of this industry is 1, but can be demolished - so province generates 0 resource, until a new facility lv1 is build.
3) Homeland "province", if has a resource, now produces higher amounts of resources, comparable to standard city's resource output. For example : a fuel province which have base 2k fuel units output. I would of course balance the output but I have no info about top secret formulas. : )
4) I would like to add arms industry unit production requirements :
Tier II infantry units and light armored units require arms industry lv2, tier III - lv3
rest needs : TierII - arms industry lv3, tierIII - arms industry lv5
I think it's strange that we can produce advanced units only with basic arms industry. : ) This change seems cosmetic, because in TierIII times all homeland cities have arms industry l5 for sure. It's interesting if the game change an "auto-upgrade" mechanism someday maybe, so we could produce every tier unit basing on arms industry.
5) Some territory that could "attract" resources to be placed (but it's not a stiff rule):
close to a big city, but not inside a city - due to worker availability
close to a water source - power plants needs a lot of water, and heavy industry needs a lot of power (and water)
fuel on islands - it means oil from offshore platforms
flat lands - i think heavy industry favors it
6) This change could add more importance to provinces and more interesting offense and defense strategies, for example : the only oil industry on a desert where tanks are much more effective. So it is possible to paralyze whole country's production without touching any city.
7) This change could make small countries more playable, because it could now be not necessary to create a city only to give a resource. (Yea, I know : ) ).
8 ) I avoided to adding "new things". Looks like an adjustment change ( from user point of view : ) ).
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"We rarely recognize how wonderful it is that a person can traverse an entire lifetime without making a single really serious mistake — like putting a fork in one's eye or using a window instead of a door."
- Marvin Lee Minsky
"We rarely recognize how wonderful it is that a person can traverse an entire lifetime without making a single really serious mistake — like putting a fork in one's eye or using a window instead of a door."
- Marvin Lee Minsky
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The post was edited 11 times, last by Efreet: readability, more precision, grammar ().