Natural Resources
Posted: Thu Nov 19, 2015 8:01 pm
The mines, especially gold, seem to run out very, very quickly. This gets annoying for finding a new supply, and makes me want to stay out of the jewelry business. I'm hesitant to get into natural resources at all because of this. I also I don't understand quality ratings for most natural resources, such as oil, gold, and silica (I understand timber). In real life, natural resource quality is a measure of how difficult (expensive) it is to extract from the source. It affects the cost-yield ratio, but after the resource has been yielded, there shouldn't be a mineral quality factor in the manufactured good's quality rating. A low-yielding source for most natural resources should be more expensive, but of the same final quality. You can get similar oil from fracking, oil rigs, oil wells, or by compressing organic matter with your bare hands for a long time. An expansion on natural resources would be in researching extraction or refinement technology which would return better yields over time.
Let me give you an example:
Current Silver Mine:
Reserve: 5.2 mil oz.
Quality: 56
Land Cost: whatever
This mine will run out depending on how quickly you mine and move the inventory. It will have a direct effect on the quality of the silver goods created.
My suggestion:
Yield: 56
Extraction: Conventional (tier 1 in this example)
Land Cost: whatever
The yield is a measure of the amount and difficulty (cost) to extract/refine that natural resource. It will have an effect on the speed in which you can mine and the price of the resource. This mine will run out as normal, its yield fluctuating up and down, but eventually starts to drop ever lower (for example at around the 4 million oz. mark in the first example). When it does, if you have the technology and pay the fee, you could start mining using a more advanced silver extraction tier (tier 2) or sell the site to a more advanced mining company (or even more complex arrangements such as leasing or profit sharing). The second tier's yield and reserve are unknown until you have the technology. When that tier is finished, you can go deeper (with more tech and more money) or do whatever.
As tiers increase, operating costs also significantly increase, and remember that each tier's yield has little relation to the previous tier. At a certain point, a low yield at a lower tier will be less profitable than a high yield at a more expensive tier's operating costs. The time to switch (or skip tiers) is up to the player. When you get a new tier of extraction technology, new, previously hidden sources will show up on the map, replacing the randomly occurring ones now. At the highest tier, the mine will never 'run out' but the yield might taper off to a number (which can be set in difficulty settings), ensuring that there are sources of natural resources indefinitely without the random “mine site infusion” events that we currently have. As long as the game knows to have at least once source of every natural resource available by the final tier, we won't be locked out of supplies. Alternatively, you could make the same investment in a seaport and have the resource extracted off-site at corresponding extra cost – this is the ideal arrangement for a small number of cities, but otherwise has the same mechanics as I suggested.
Let me give you an example:
Current Silver Mine:
Reserve: 5.2 mil oz.
Quality: 56
Land Cost: whatever
This mine will run out depending on how quickly you mine and move the inventory. It will have a direct effect on the quality of the silver goods created.
My suggestion:
Yield: 56
Extraction: Conventional (tier 1 in this example)
Land Cost: whatever
The yield is a measure of the amount and difficulty (cost) to extract/refine that natural resource. It will have an effect on the speed in which you can mine and the price of the resource. This mine will run out as normal, its yield fluctuating up and down, but eventually starts to drop ever lower (for example at around the 4 million oz. mark in the first example). When it does, if you have the technology and pay the fee, you could start mining using a more advanced silver extraction tier (tier 2) or sell the site to a more advanced mining company (or even more complex arrangements such as leasing or profit sharing). The second tier's yield and reserve are unknown until you have the technology. When that tier is finished, you can go deeper (with more tech and more money) or do whatever.
As tiers increase, operating costs also significantly increase, and remember that each tier's yield has little relation to the previous tier. At a certain point, a low yield at a lower tier will be less profitable than a high yield at a more expensive tier's operating costs. The time to switch (or skip tiers) is up to the player. When you get a new tier of extraction technology, new, previously hidden sources will show up on the map, replacing the randomly occurring ones now. At the highest tier, the mine will never 'run out' but the yield might taper off to a number (which can be set in difficulty settings), ensuring that there are sources of natural resources indefinitely without the random “mine site infusion” events that we currently have. As long as the game knows to have at least once source of every natural resource available by the final tier, we won't be locked out of supplies. Alternatively, you could make the same investment in a seaport and have the resource extracted off-site at corresponding extra cost – this is the ideal arrangement for a small number of cities, but otherwise has the same mechanics as I suggested.