My two cents worth is that the map generator should be smart enough to cluster resources to actually make them bones of contention.
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Originally posted by joncha
Not so pointless, as Lajzar pointed out in terms of shipbuilding. Access to lumber has historically been very important, especially access to the right lumber.
There was a hint of this with the "Cedars of Lebanon" in the first C3C scenario, but I think it could use some more elaboration. I think the city-radius idea could work well for shipbuiding, but I wouldn't want to see it apply to all resources.
jon.Only feebs vote.
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ok, lets look at a sample list.
Cameleers require desert terrain in the city to build. If you arent fighting in a desert, they have no particular advantage anyway.
Elephants require the ivory spcial resource in your empire, and a jungle tile in the city (for a local habitat). Again, elephants, while good, arent essential.
'Large wooden ships' require a forest tile in the city radius. If you dont have forest, with the right tech, your terraformers can transform plaisn to forest, and even so, the earliest, lightest ships dont require forest (a cludge so you can always leave even the smallest island), and modern ships arent wooden.
Note that requiring local forest is very realistic. This is, after all, why the Easter Island civilisation died out.The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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My two cents worth is that the map generator should be smart enough to cluster resources to actually make them bones of contention.The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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One thing that rocks immensely about C3 is that if you have no coal, iron, or saltpeter, you lose.
I only expect to lose to a RNG when playing Angband.The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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Originally posted by skywalker
One thing that sucks immensely about civ3 is that if you have no coal, iron, or saltpetre, you lose.
One thing that rocks immensely about C3 is that if you have no coal, iron, or saltpeter, you lose.
It also doesn't tend to build roads to strategic resources. There should be just enough strategic resources for every player in the game and they should have additional benefits to encourage trade.Only feebs vote.
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Originally posted by lajzar
[...]
Note that requiring local forest is very realistic. This is, after all, why the Easter Island civilisation died out.
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And why do you think that polynesian tribe died out?
The current clack is that it was essentiually a civil war. Easter Islanders were polynesians after all...The sons of the prophet were valiant and bold,
And quite unaccustomed to fear,
But the bravest of all is the one that I'm told,
Is named Abdul Abulbul Amir
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Regardless of which resources do or do not get modeled, the important thing is quantifying them so that one resource doensn't represent an infinite supply.
If it is decided that modeling timber, for shipbuilding, is a good idea then so be it.
I'll be happy so long as two things are built into the game: Units that require a resource [/i]to move[/i]. So tanks and battleships, for example, would require one free oil per turn in order to move in a given turn. So if I lose my oil production (or import) then my units get mothballed.
Stockpiles are a must. Any iron I don't use to build units this turn should still be taken from the mines and added to a national stockpile (a % of which could be taken by another civ occupying a city).
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Originally posted by Fosse
Regardless of which resources do or do not get modeled, the important thing is quantifying them so that one resource doensn't represent an infinite supply.
If it is decided that modeling timber, for shipbuilding, is a good idea then so be it.
I'll be happy so long as two things are built into the game: Units that require a resource [/i]to move[/i]. So tanks and battleships, for example, would require one free oil per turn in order to move in a given turn. So if I lose my oil production (or import) then my units get mothballed.
Stockpiles are a must. Any iron I don't use to build units this turn should still be taken from the mines and added to a national stockpile (a % of which could be taken by another civ occupying a city).Only feebs vote.
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No, I haven't. How does it work in Hearts of Iron, and how could Civ 4 do it better?
Civ 3's system is too dumbed down for a group of intelligent gamers. There will always be a trade off between managment levels and features, and only a remarkably boring game will get rid of MM completely. I don't see resource quantities implemented on a broad scale, with perhaps fewer resources than Civ 3 has, as necessarilly creating PITA level MM.
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Originally posted by Fosse
No, I haven't. How does it work in Hearts of Iron, and how could Civ 4 do it better?Only feebs vote.
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