[img]http://i.imgur.com/9XG9TX4.png[/img] Putting this here to save space. On the topic of resources, I think that each quadrant(separate white blocks) should have a boost to a certain resource. For example, a quadrant located where we would expect mountains would have an increased amount of stone and bronze(or later on iron). Same with forests, increased production of lumber if the player owns a lumber camp in that quadrant. There would also have to be specialty resources like quartz, sandstone, and etc. The specialty resources could then be used for trade if the player is lacking certain resources. In a sense, our production of resources wouldn't be limited to just the resources we own in certain quadrants. So, we really have the ability to produce all the resources in all quadrants. But, if it is not specifically stated that a certain quadrant has a certain resource how would we know what is there? To answer this, I believe we should implement a little something called surveying. We could survey quadrants we own(or don't own) to see what resources exist there. The results of the survey could be determined by a dice roll. 2 dice of 1 to 5 could be used to determine if the surveyor had found bronze. If the surveyor is skilled in locating bronze(located successfully more than five times) then the fail rate is lower. For example, say the fail rate for an unskilled surveyor is 4 out of ten. If he is skilled, then the fail rate will be 3 out of ten. This means that he has a 70% chance of finding bronze over the before 60% chance. That means, if he rolls any number above three he will successfully find bronze. This way, we balance what sort of resources we can get. Now we move on to determining how to get these resources. Let's start simple with a lumber camp. Without a lumber camp, the citizens of a certain region could harvest 10 logs per update. After building a lumber camp, the citizens could produce 30 logs per update. That means that the lumber camp adds 20 log production. Now, how do we increase the amount of logs without building you say? Well, lets state it this way. If five citizens produce 10 logs without a lumber camp and the same five can produce 30 logs with the lumber camp then that means their production goes from 2 logs per citizen applied to 6 logs per citizen applied. This means that resource production buildings don't actually produce resources but effect the rate at which citizens produce resources. Now, let's say this is after a successful survey of forests. This means that you indeed can harvest logs in that quadrant. Now, let's say that the quadrant is a forest quadrant. This means that the citizens would have been producing 1 log per if it was not a forest quadrant. Thus, the natural increase from the lumber cap is four no matter what. Basically, each lumber camp increases the production of the citizens applied to it by 4. Thus, in order to limit the amount of production we would need to limit the amount of resource buildings that can be placed in a certain quadrant. Anyway, this is just my idea on how resources should work. I shall now get back to work on my application.