
Arlequin wrote: [I would like that] all resources had a meter to record how exhausted they are, and a constant value to set how fast they regenerate. Gathering would slow down as the resource becomes exhausted.
Regeneration wouldn't be lineal. It would be slower when the resource is almost exhaust (meaning you need extra effort to get it back to productive levels).
Some resources (animals, plants), could be set to zero regeneration when they have been exploited to extinction, then they would need to be reseeded again.
They could be tamed in the same way herbs are farmed, too.
Also, gathering of animals as resources should return objects, not grams. So after a fixed project you gather one sheep, or one elephant, and then you use your butcher knife or whatever else to turn it into meat, bones, etc. Those objects would decay fast and wouldn't be repairable.
Some machines, like irrigation systems, could increase the regeneration rate.
Simple, realistic, easy to implement, easy to understand (people, don't look at the "non linear" thingy)
GREAT. I do want this!
Plants and animals could be reseeded by special and complex projects (one for extraction "alive" from a place, one for transporting "alive" to the next place, and a last one for introduction in the final place, all of them with chance of fail).
Taming projects would be similar to hunting projects, but producing tamed animals (vehicles? machines? a new kind of data-base object?)
Hunting projects could produce the usual resources they produce, or whole preys (and then a new project for quartering or whatever is needed).
Some resources (as stone, limestone, hematite) wouldn't be renewable in any kind (regeneration rate zero or almost zero). They would run out slowly (initial availability really huge) until they get depleted. Then, new machines called Mines could be built up for alowing more resource extraction.