Simple version:
Resources in Stellaris haven't ever felt quite right for me. Not for a grand strategy, anyway. Everything revolves around energy credits and minerals. That's fine for the very base level of the economic mechanics of the game.
Strategic/special resources are in Stellaris of course, but I feel like they miss the mark. They provide a bonus, which is nice, but not having these resources is not really a bad thing and isn't detrimental to the player at all.
The issue with that is that they're hardly strategic. They're nice to have, but I don't think I've ever specifically waged war or expanded specifically to acquire them. I've certainly not payed attention to what my opponent owns when doing battle. Speaking of combat related resources, of course.
Personally, I would like to see a type of resource that is the other way around- something that the player actually requires. Something that is truly worth controlling and fighting over because it's actually needed.
Other games do this- think Civlization's iron, oil, uranium resources etc- and I feel like it'd suit Stellaris well (not just because it's in another game). Think of a particular resource that is, perhaps, required to fuel the jump drives on starships, or a special resource used to construct starship hulls. Mechanically it would act as a limiter to what you can support (you need x units to support x fleet size), the difference to the current fleet limit being whereas the former is a representation of your size and tech limit, the latter would be an actual physical resource that could be fought over. Hell, just nuke the current fleet limit and have research act as enhancers to how much you can support from these resources.
Suddenly there's something other than fleets and planets worth fighting over and controlling- the loss of enough mining facilities could potentially cripple an otherwise larger empire, giving an empire that might otherwise have a weaker fleet a chance and different approach to warfare. Suddenly you have to consider the defence and destruction of such facilities in wars.
Current resources just don't promote this kind of gameplay because they're either too common or don't affect the game much.
An important factor would be that said special resource would not be common at all, however actual sources of it would provide a relatively large amount. Mechanically this raises the value of that resource massively.
Whether or not the effect of not having enough of this resource to support your current fleet is the complete lack of operation by said ships, or just a major detrimental effect (slower travel speeds, no shields etc), as long as the effect is bad for the player to not have enough, the effect on the game is the same.
- Current 'strategic' resources simply provide buffs, are not important enough, not owning them is not a big problem
- Implement a strategic resource that is actually required by the player to support ships or use them in full capacity
- Fluff-wise, could be a crystal that powers ships, a mineral used in construction and maintenence of ship hulls etc
- Rare but in large deposits, creating very valuable targets and important points to defend
- Broadens warfare a little so it's not just a rush to hit the opponents fleet- the weaker could strike at this resource's deposits, potentially damaging other empire's ability to fight
- Actual effect of not having enough of this resource could either be complete lack of operation by ships, or effects such as lower movement speed, no shields etc
Resources in Stellaris haven't ever felt quite right for me. Not for a grand strategy, anyway. Everything revolves around energy credits and minerals. That's fine for the very base level of the economic mechanics of the game.
Strategic/special resources are in Stellaris of course, but I feel like they miss the mark. They provide a bonus, which is nice, but not having these resources is not really a bad thing and isn't detrimental to the player at all.
The issue with that is that they're hardly strategic. They're nice to have, but I don't think I've ever specifically waged war or expanded specifically to acquire them. I've certainly not payed attention to what my opponent owns when doing battle. Speaking of combat related resources, of course.
Personally, I would like to see a type of resource that is the other way around- something that the player actually requires. Something that is truly worth controlling and fighting over because it's actually needed.
Other games do this- think Civlization's iron, oil, uranium resources etc- and I feel like it'd suit Stellaris well (not just because it's in another game). Think of a particular resource that is, perhaps, required to fuel the jump drives on starships, or a special resource used to construct starship hulls. Mechanically it would act as a limiter to what you can support (you need x units to support x fleet size), the difference to the current fleet limit being whereas the former is a representation of your size and tech limit, the latter would be an actual physical resource that could be fought over. Hell, just nuke the current fleet limit and have research act as enhancers to how much you can support from these resources.
Suddenly there's something other than fleets and planets worth fighting over and controlling- the loss of enough mining facilities could potentially cripple an otherwise larger empire, giving an empire that might otherwise have a weaker fleet a chance and different approach to warfare. Suddenly you have to consider the defence and destruction of such facilities in wars.
Current resources just don't promote this kind of gameplay because they're either too common or don't affect the game much.
An important factor would be that said special resource would not be common at all, however actual sources of it would provide a relatively large amount. Mechanically this raises the value of that resource massively.
Whether or not the effect of not having enough of this resource to support your current fleet is the complete lack of operation by said ships, or just a major detrimental effect (slower travel speeds, no shields etc), as long as the effect is bad for the player to not have enough, the effect on the game is the same.
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