Examples of stuff that would be cool:
1. Force certain cities to never have certain resources, thus creating city specializations (like RL, where a certain city for example can be a metal powerhouse and another with good timber supply might export furniture).
2. Allow "monopoly" mode of some kind again, like in older versions where you (or an AI, or a rival in a scenario for example) have all raw materials and control the market completely.
3. Allow cities to own their own mines, like their own media firms and apartments.
Allow more control of natural resources spawning
-
speeder
- Level 2 user
- Posts: 25
- Joined: Sun Oct 27, 2024 10:10 pm
- anjali
- Community Contributor

- Posts: 444
- Joined: Tue Nov 03, 2015 9:00 am
- Has thanked: 4 times
- Been thanked: 18 times
Re: Allow more control of natural resources spawning
Examples of stuff that would be cool:
1. Force certain cities to never have certain resources, thus creating city specializations (like RL, where a certain city for example can be a metal powerhouse and another with good timber supply might export furniture).
... interesting but i guess with mods and its 500-1000 products you already need tons of mines each city (i.e. i need about 4 artificially boosted timber camps or 10 non-boosted ones per city to meet demand. it would create a total bottleneck unless you want 100 timber caps in a single city and then pay insane transport costs
2. Allow "monopoly" mode of some kind again, like in older versions where you (or an AI, or a rival in a scenario for example) have all raw materials and control the market completely.
... there is monopoly if you use script and add resource premium then you can bump up the raw prices insanely high quite fast. if you have 2 or 3 mines more per city then you need to supply all you ll already pay crazy prices on raws. nobody gonna open a timber camp for 5 dollars or more per lbs
3. Allow cities to own their own mines, like their own media firms and apartments.
... mines are in the hand of corporations, you would kill the economics if the government would own the raws, only some special countries own the basic supply (water/electricity/gas) but of course those countries are in the eyes of the industrial world not "democratic" because they dare to give those basic supplies to the public for little money and dont let the big global corporations make big money by selling those basic supply for the public at crazy inflated prices ... we for example pay 0.00 for water and less then $ 0.03 for electricity. in the industrial world you pay as tiny customer easily $7 for water and for electricity between $0.40 and $0.90 depends if its for home / small company or electric cars per kwh while the big corporations get the electricity for $0.06 and water is nearly the same cheap throwaway price just an example on a country.
the capitalist says ... NO Thanks!!! government in this game doesnt need any mines.
1. Force certain cities to never have certain resources, thus creating city specializations (like RL, where a certain city for example can be a metal powerhouse and another with good timber supply might export furniture).
... interesting but i guess with mods and its 500-1000 products you already need tons of mines each city (i.e. i need about 4 artificially boosted timber camps or 10 non-boosted ones per city to meet demand. it would create a total bottleneck unless you want 100 timber caps in a single city and then pay insane transport costs
2. Allow "monopoly" mode of some kind again, like in older versions where you (or an AI, or a rival in a scenario for example) have all raw materials and control the market completely.
... there is monopoly if you use script and add resource premium then you can bump up the raw prices insanely high quite fast. if you have 2 or 3 mines more per city then you need to supply all you ll already pay crazy prices on raws. nobody gonna open a timber camp for 5 dollars or more per lbs
3. Allow cities to own their own mines, like their own media firms and apartments.
... mines are in the hand of corporations, you would kill the economics if the government would own the raws, only some special countries own the basic supply (water/electricity/gas) but of course those countries are in the eyes of the industrial world not "democratic" because they dare to give those basic supplies to the public for little money and dont let the big global corporations make big money by selling those basic supply for the public at crazy inflated prices ... we for example pay 0.00 for water and less then $ 0.03 for electricity. in the industrial world you pay as tiny customer easily $7 for water and for electricity between $0.40 and $0.90 depends if its for home / small company or electric cars per kwh while the big corporations get the electricity for $0.06 and water is nearly the same cheap throwaway price just an example on a country.
the capitalist says ... NO Thanks!!! government in this game doesnt need any mines.
- Stylesjl
- Mod Expert

- Posts: 1022
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 71 times
- Been thanked: 117 times
Re: Allow more control of natural resources spawning
This would be an interesting thing to script for a scenario - barring resources from some cities.speeder wrote: Tue Nov 12, 2024 1:44 am Examples of stuff that would be cool:
1. Force certain cities to never have certain resources, thus creating city specializations (like RL, where a certain city for example can be a metal powerhouse and another with good timber supply might export furniture).
I think the big problem was the gameplay balance issues. Monopolies made the game too easy as you could cut-off any potential competitor.speeder wrote: Tue Nov 12, 2024 1:44 am 2. Allow "monopoly" mode of some kind again, like in older versions where you (or an AI, or a rival in a scenario for example) have all raw materials and control the market completely.
It is an interesting idea, maybe this could be a part of a broader DLC for government ownership of firms.speeder wrote: Tue Nov 12, 2024 1:44 am 3. Allow cities to own their own mines, like their own media firms and apartments.