Introduction
Resources is an important part of Civ. It was a big addition to Civ3, how can it become better in Civ4?
Summary
Resources were not the most debated subject when making this list, but all participants seem to agree that it should stay. The general meaning seems to be that it should be expanded. The radical ideas was the most debated subject.
Related threads
Resources: How to handle http://apolyton.net/forums/showthrea...hreadid=104022
Table of Contents
1 - General
2 - Food
3 - Syntetics
4 - Radical ideas
5 - Trade and stockpiling
The ideas
1 - General
1.1 - List of resources
-Coffee
-Tobacco
-Sugar
-Venger
Copper (needed for some ancient and modern units
Stone (Strategic - for wonders/improvements : eg. Pyramids, Hanging Gardens)
Mongoloid Cow
Luxury:
Resin
Slaves
Marble
-Wernazuma III
cotton
-DaleC76
RAW RESOURCES:
Horses (for mounted units)
Iron (for many things)
Coal (for RR's & PP's)
KNO3 (Saltpeter) I prefer Sulfur instead (same use though)
Rubber (many uses) - replaced later with component Synthetic Rubber
Oil - replaced MUCH later with Synthetic Fuels
Uranium - replaced MUCH later with a product of Fusion Power (MAYBE)
Aluminum
Timber (for building WOODEN larger ships) - available in any forest - if timber is added, then timber/stone would be needed for many buildings?
Stone (for building structures) - available from any mountain/hill
FINISHED GOODS:
Spears (no resource) - spearmen
Pikes (Iron) - pikemen
Muskets (Iron+KNO3) - musketmen
Rifles (Iron+KNO3 or none) - riflemen
Light Machine Guns(no resouce) -guerilla
Machine Guns (Iron+rubber) - infantry
Mech Inf (Rubber+Iron+Oil) -mech inf unit
Swords (Iron) - swordsmen + med inf
(sidenote: horsemen would be horse+spear, knights would be swords+horses, cavalry muskets/rifles+horses...)
Tanks (Iron+Rubber+Oil)
Fighter (Oil+Iron/Aluminum?)
Galley (none)
Frigate (Timber+Iron+KNO3)
etc...
(Posted by piratebrun)
1.2 - Some units requiring resources to build
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.
(Posted by lajzar)
1.3 - Make fish appear on right place
It would be nice if the Earth map had its fish ressources in the right place. I'm saying this because I remember it was quite something to make it on the "Marla's Earth map" for Civ3
(Posted by Trifna)
2 - Food
2.1 - Sharing
-there should be some way to share food resources, there should be no reason to have two cities near each other, linked via road with one overflowing with food and the other starving.
-Bleyn
2.2 - Food only tiles
- "Rice" tiles : can't produce anything else than food, but lots of it, say five or six, and more with irrigation / railroad / farmland.
-Spiffor
3 - Synthetics
3.1 - Resources produced in factories
3.1.1 - Strategic resources
-Rubber should be able to be synthetically produced in certain factories after a certain date, say after the civilization discovers Synthetic Fossil Fuels... After that time rubber can be found on the map, grown, or produced in Rubber factories
-DarkCloud
3.1.2 - Luxuries
There should be a way to build manufactured luxuries (cars, hi-fi, but also some manufactured medieval ones). A specific improvement, say "car factory" should be available if you have the needed resources (coal, iron and oil), and would turn one shield into a luxury. It would also cease to function when you stop having these resources. You couldn't build more "luxury producing improvements" than the number of civs, and only one per city
-Spiffor
3.1.3 - Other resources
Dye and Saltpepper could also be synthetically produced with a factory or a chemical factory
-Wernazuma III/DarkCloud
3.1.4 - Raw materials into resources
Maybe you can turn raw materials into new resources, that can be traded.
eg: You start near Barley. If you build a brewer, it can be turned into Beer, a luxury resource with +1 food. You could use it to supply your empire, or you could trade it off to another civ.
-Mongoloid Cow
3.2 - Un-historical resopurce restrictions
1) unlogic and historical failures: 3 cases of recource restrictions
a) slapeter as strategic recource you need for gun powder. Stupidity. Salpeter isn't a strategic recource in fact (wake up in shool, ask your chemistry teacher) but always available where enemies or humens are. But inthe game it may happen that you don't have Salpeter recource and then you can build the versions of that gun powder weapons.
b) oil as condition for tank and motor ships / early air units also ask yout teacher. If you have coal (and do know the chemistery or refining coal) you can make the same.That was made until end of 2nd world war from Hitler as Germany didn't have oil but lot of coal. It's a bad joke in the game that oil is rare and your research already is until rockets and atom power but you are still using horses for your troops.
-Dreifels
I don't know for saltpeter, but oil made from coal(at least under WW2) is less efficent and not as good as the original. Maybe that should be reflected?
-Nikolai
4 - Radical ideas
4.1 - Each resource having its own uses and traits
In regard for resources, instead of having them divided into Strategic / Luxury / Food / Other, maybe each resources has its own uses and traits.
For example:
Take the idea of a new resource Silver. Out of all of the above categories, it would best fit into the luxury or other category, even though it was used differently. So instead, give it its own traits :
- Gives x amount of money into the treasury each turn
- Tradeable (can be traded)
- City Trade Bonus of y trade production
- Happiness benifit of 1
The idea could be applied to all resources, and although it might get a bit complicated, the importance of each, individual resource is enhanced.
-Mongoloid Cow
4.2 - Civ3 way vs. resource quantity
In a poll from late 2003, the vote was between keeping the old Civ3 way or giving resources quantities. The result of the poll was ~64% in favour of resource quantities. Here's the ideas:
4.2.1 - Resources giving a quantity
4.2.1.1 - Resources giving a quantity, the rest can be stored or traded
The current system of ON/OFF resources can be modified to have additional instances of those resources provide bonuses to the civ, so as not to make them useless.
If changed, then one iron supply would provide enough iron to build perhaps 5 swordsmen per turn. If you only work on 3 in a given turn, then you put two iron into storage, which can be stockpiled for later use, or traded away.
This solves the problem of one instance of a resource being enough for any empire, big or small. Also, it opens up the game to a lot more trading possibilites. You could continue to buy oil even if you have it, because more is always better. Any resource you don't use on a given turn is added to a stockpile (so if you lose connection, you can operate on reserves for a while).
(Posted by Fosse)
4.2.1.2 - Resource quantity supporting an X number of units/factories
Each instance of a resource should be given a number , so you might see a lump of iron with 100 over it. Now, that now means your empire has access to 100 units of iron. That 100 units of iron would support a certain number of units or factories or so forth. Now, once you mine it, or build a road, that is all you need to do, now you have 100 units. Now, lets say you need a much bigger army, or more factories, whatever-well, you can no koinger uswe those 100 point, but need to trade for more or capture more iron. That simple. In essence, each tile of a resource would take you only so far-of course, if you strike it rich with one reosurce, you can trade it for handsome profits. But this also negates the possibility of one civ having a monopoly, since now you can spread out resources more widely.
(Posted by GePap)
4.2.1.3 - Alternate idea on quantity
In Civ3, if a civilization has access to a single strategic resource, then that civ has access to that resource as if it was infinite. These resources should have finite values attached to them in Civ4. Each source on the map would produce a certain number of 'units' of the appropriate resource per turn. For instance, there could be 3 sizes of iron deposits which produce either 20, 30, or 50 units of iron per turn (the numbers are just examples). As the game progresses (tech-wise), certain resources could become more abundant. For example, iron sources could produce more once engineering is discovered.
Any collected resources could be traded to other civs, used for upkeep of units/improvements, or in the building of new units/improvements.
1/ Trade with other civs would involve the trading of a specific number of units/turn of a particular resource (eg. trade could involve 10 units of oil per turn). If a civ is unable to provide the agreed upon amount of a resource, that civ must provide compensation to the other civ, or the deal is cancelled and the one who broke the deal suffers a reputation hit.
2/ Upkeep: some improvements and units would have upkeep that uses a certain number of units of one or more resources each turn. For example, a coal plant could use one unit of coal per turn, and a battleship could use two units of oil per turn. If resource upkeep can't be paid for an improvement, that improvement has its effects reduced or it stops functioning altogether. If a unit doesn't have its resource upkeep paid, one or more of its stats would be reduced (i.e. attack str, defense str, moves, etc.) depending on what resource it is lacking (eg. lacking iron/saltpeter could mean reduced att/def; lacking oil/coal/uranium could mean reduced movement, etc.). If a unit goes for several turns without having its resource upkeep paid, it would lose an experience level ( to a minimum of conscript level).
3/ Building certain units or improvements could require access to a strategic resource. As a simple way of doing this, as long as a player has a surplus of a resource (after factoring in trade to other civs and upkeep), then that player may use that resource to create the appropriate units or improvements. Units and improvements that require access to a resource to build wouldn't necessarily require that same resource for upkeep (and vice versa).
4/ Leftovers: There are a few options as to what the game could do with any surplus units of a resource: the player could be allowed to stockpile surplus resources; any surplus could be converted into gold and/or shields; or the surplus could simply be lost to waste. Or there could be some combination of the above. If the player is allowed to stockpile, there should be limits to how big the stockpile is allowed to get.
(Posted by Xorbon)
4.2.2 - Several luxury sources giving a bigger effect
for luxuries it might be a good idea to increase the effect when you got multiple sources, that way it might add some extra things to think about when you're about to trade with another empire. It might even be an incentive to stop export before the trade agreement is over deteriorating relations with that other civ.
(Posted by Senator)
4.2.3 - On strategic resources
on strategic resources i don't think a system with one oil deposit being able to provide oil for like 10 cities is good. (cuz you got small villages and huge mass-production cities) It's not even the size of a city that mathers it should be related to the amounts of shields produced per turn that sets the amount of oil needed then.
keeping that in mind i think a system where a 'unit' of oil(for example) means you can produce 5 oil using units each turn as maximum is better. then again a tank uses less than an airplane, you'd need to set a number of oil that is needed for every unit.
(Posted by Senator)
4.2.4 - Replace current resource shield system
The main problem, for me, is that the current resource system makes the resource shield concept meaningless.
In earlier civs, the resource shields that one could get from hills and deserts and so on were justified by the fact that stuff like coal, iron and oil was being extracted from them. But with the resource system we have now, all linked up cities can get all the coal, oil and iron they need. But production is still decided by the number of hills and mines. This makes no sense. I mean, what are all those mines on the grassland extracting? It's not coal, iron, aluminium, oil, etc.
The resource shields should be replaced by a raw material x productive power figure. Raw materials would be extracted from squares instead of shields, and productive power would be calculated by the population of the city, and any industrial improvements.
You'd also need some sort of market to allow raw materials to flow to where they're needed.
(Posted by Sandman)
4.2.5 - Population as main source of shields
How about having population as the main source of shields, with strategic resources and terrain giving factory-like percentage bonuses, rather than discrete numbers of shields?
(Posted by Sandman)
4.2.6 - Tech affecting resource output
Another big change-with tech changes, the visibility of sources would change- mines of iron you could have never gotten before now are avaliable, or exiting mines now yeiled far more- creating an even bigger bond of tech with resources. Finally, as tech changed, the necessity would change- primarilly, you might waste less, so that same gets you further. All this could be done without any significant change to the shield system of city production.
But what you could introduce is manufactured goods-for example, forms of luxuries that are made (like TV's, or cars, whatever)-so that if your factories are idling and not building units or buildings, they can build luxuries you can not only use for internal happiness, but to trade.
(Posted by GePap)
4.2.7 - Fresh water as resource, affecting food supply and city growth
On resources, one idea I am playing with in my head is making fresh water such a resource- in order to support people or make irrigation tiles, you need fresh water (which is already true in civ3)-the difference being that each tile would have a sort of fresh water production- and remove the arbitrary limit of 6 and 12 for cities- cities should be able to grow as big as food supply (which for good sakes, MUST be something than can be moved around, how far to be determined by tech levels) and water supply allow. Th danger of huge cities shoul be the omnipresent danger of great pandemics (and addition to any civ game that I see as a must, but not a resource issue). The point of aqueducts woul be to tap new water resources for cties (thus allowing growth, but not a must for all cities not next to rivers), while sewers would limit disease.
(Posted by GePap)
4.2.8 - Some questions that must be decided upon
1. Do we want named resources to still expire? Is this dependent on the rate one produces units or improvements that require them?
2. Are surplus resources stored? If so, how? Invisibly with no limit? Transparently with no control? As a city improvement? As a tile improvement? (IMO it would be good if reserves could be targeted).
3. Are luxury named resources quantified?
4. Obviously a mine built in 1000 B.C. will not produce a named resource at the rate one built in the modern day would. To what extent is the resource rate dependent on a tile improvement and its era?
5. Can an AI manage successfully a complicated system, both for itself and the player who doesn't want to get involved except when necessary?
(Posted by Merp)
4.2.9 - Extend the Civ3 system
Shield production of city squares is independant of those resources being present or not. To take clay from a hill and produce pottery doesn't require oil or aluminium presence on that square.
But on the other hand, if mere access is enough for luxury goods (other than gems!), some kind of a mine is necessary to access the resources (except horses of course!).
Having just one resource spot supplying a civilization that controls nearly 50% of world population is quite weird. Which is why I voted for the limited quantities of the resource for each spot. Some spots may have just a little bit of aluminim, and other enormous amounts that will supply you all game long. But that should also depend on how fast you use it up. Which implies that each unit must have a resource quantity specification as well.
(I would not vote for complicating with having only a given amount available per turn depending on our extraction investment, but rather to simply deduct the quantity used up from the reserve, until it is exhausted).
If you have several spots of the same resource, of course you should be able to indicate which one you'd like to use first. Obviously better to start using up border resources while you have them... just in case.
Obviously, there should be more resources.
- Natural gas for instance, for energy production (see the thread on "energy" with my idea on this, which implies using up coal, oil, gas or uranium resource depending on the power plant you build).
- Copper for electrical appliances.
And... all depends on how much complexity you want to introduce.
Given that resource are seldom surfacing, there would be need to have specialized mining workers (there was that kind of unit in Settlers n°something) looking for them. It's OK to have some appearing right away when we discover the appropriate technology, but we should be able to discover new ones through geological exploration, rather than just wait for the God AI to have some appear or go take it by force from our neighbor.
And obviously, those geological explorers should be able to search on water and therefore become amphibious at some point of technological advance.
Trading those resources would then of course negociate a quota, either a bulk buy for a given lumpsum, or that many for so much every turn.
[i](Posted by grap1705)[/b]
Resources is an important part of Civ. It was a big addition to Civ3, how can it become better in Civ4?
Summary
Resources were not the most debated subject when making this list, but all participants seem to agree that it should stay. The general meaning seems to be that it should be expanded. The radical ideas was the most debated subject.
Related threads
Resources: How to handle http://apolyton.net/forums/showthrea...hreadid=104022
Table of Contents
1 - General
2 - Food
3 - Syntetics
4 - Radical ideas
5 - Trade and stockpiling
The ideas
1 - General
1.1 - List of resources
-Coffee
-Tobacco
-Sugar
-Venger
Copper (needed for some ancient and modern units
Stone (Strategic - for wonders/improvements : eg. Pyramids, Hanging Gardens)
Mongoloid Cow
Luxury:
Resin
Slaves
Marble
-Wernazuma III
cotton
-DaleC76
RAW RESOURCES:
Horses (for mounted units)
Iron (for many things)
Coal (for RR's & PP's)
KNO3 (Saltpeter) I prefer Sulfur instead (same use though)
Rubber (many uses) - replaced later with component Synthetic Rubber
Oil - replaced MUCH later with Synthetic Fuels
Uranium - replaced MUCH later with a product of Fusion Power (MAYBE)
Aluminum
Timber (for building WOODEN larger ships) - available in any forest - if timber is added, then timber/stone would be needed for many buildings?
Stone (for building structures) - available from any mountain/hill
FINISHED GOODS:
Spears (no resource) - spearmen
Pikes (Iron) - pikemen
Muskets (Iron+KNO3) - musketmen
Rifles (Iron+KNO3 or none) - riflemen
Light Machine Guns(no resouce) -guerilla
Machine Guns (Iron+rubber) - infantry
Mech Inf (Rubber+Iron+Oil) -mech inf unit
Swords (Iron) - swordsmen + med inf
(sidenote: horsemen would be horse+spear, knights would be swords+horses, cavalry muskets/rifles+horses...)
Tanks (Iron+Rubber+Oil)
Fighter (Oil+Iron/Aluminum?)
Galley (none)
Frigate (Timber+Iron+KNO3)
etc...
(Posted by piratebrun)
1.2 - Some units requiring resources to build
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.
(Posted by lajzar)
1.3 - Make fish appear on right place
It would be nice if the Earth map had its fish ressources in the right place. I'm saying this because I remember it was quite something to make it on the "Marla's Earth map" for Civ3
(Posted by Trifna)
2 - Food
2.1 - Sharing
-there should be some way to share food resources, there should be no reason to have two cities near each other, linked via road with one overflowing with food and the other starving.
-Bleyn
2.2 - Food only tiles
- "Rice" tiles : can't produce anything else than food, but lots of it, say five or six, and more with irrigation / railroad / farmland.
-Spiffor
3 - Synthetics
3.1 - Resources produced in factories
3.1.1 - Strategic resources
-Rubber should be able to be synthetically produced in certain factories after a certain date, say after the civilization discovers Synthetic Fossil Fuels... After that time rubber can be found on the map, grown, or produced in Rubber factories
-DarkCloud
3.1.2 - Luxuries
There should be a way to build manufactured luxuries (cars, hi-fi, but also some manufactured medieval ones). A specific improvement, say "car factory" should be available if you have the needed resources (coal, iron and oil), and would turn one shield into a luxury. It would also cease to function when you stop having these resources. You couldn't build more "luxury producing improvements" than the number of civs, and only one per city
-Spiffor
3.1.3 - Other resources
Dye and Saltpepper could also be synthetically produced with a factory or a chemical factory
-Wernazuma III/DarkCloud
3.1.4 - Raw materials into resources
Maybe you can turn raw materials into new resources, that can be traded.
eg: You start near Barley. If you build a brewer, it can be turned into Beer, a luxury resource with +1 food. You could use it to supply your empire, or you could trade it off to another civ.
-Mongoloid Cow
3.2 - Un-historical resopurce restrictions
1) unlogic and historical failures: 3 cases of recource restrictions
a) slapeter as strategic recource you need for gun powder. Stupidity. Salpeter isn't a strategic recource in fact (wake up in shool, ask your chemistry teacher) but always available where enemies or humens are. But inthe game it may happen that you don't have Salpeter recource and then you can build the versions of that gun powder weapons.
b) oil as condition for tank and motor ships / early air units also ask yout teacher. If you have coal (and do know the chemistery or refining coal) you can make the same.That was made until end of 2nd world war from Hitler as Germany didn't have oil but lot of coal. It's a bad joke in the game that oil is rare and your research already is until rockets and atom power but you are still using horses for your troops.
-Dreifels
I don't know for saltpeter, but oil made from coal(at least under WW2) is less efficent and not as good as the original. Maybe that should be reflected?
-Nikolai
4 - Radical ideas
4.1 - Each resource having its own uses and traits
In regard for resources, instead of having them divided into Strategic / Luxury / Food / Other, maybe each resources has its own uses and traits.
For example:
Take the idea of a new resource Silver. Out of all of the above categories, it would best fit into the luxury or other category, even though it was used differently. So instead, give it its own traits :
- Gives x amount of money into the treasury each turn
- Tradeable (can be traded)
- City Trade Bonus of y trade production
- Happiness benifit of 1
The idea could be applied to all resources, and although it might get a bit complicated, the importance of each, individual resource is enhanced.
-Mongoloid Cow
4.2 - Civ3 way vs. resource quantity
In a poll from late 2003, the vote was between keeping the old Civ3 way or giving resources quantities. The result of the poll was ~64% in favour of resource quantities. Here's the ideas:
4.2.1 - Resources giving a quantity
4.2.1.1 - Resources giving a quantity, the rest can be stored or traded
The current system of ON/OFF resources can be modified to have additional instances of those resources provide bonuses to the civ, so as not to make them useless.
If changed, then one iron supply would provide enough iron to build perhaps 5 swordsmen per turn. If you only work on 3 in a given turn, then you put two iron into storage, which can be stockpiled for later use, or traded away.
This solves the problem of one instance of a resource being enough for any empire, big or small. Also, it opens up the game to a lot more trading possibilites. You could continue to buy oil even if you have it, because more is always better. Any resource you don't use on a given turn is added to a stockpile (so if you lose connection, you can operate on reserves for a while).
(Posted by Fosse)
4.2.1.2 - Resource quantity supporting an X number of units/factories
Each instance of a resource should be given a number , so you might see a lump of iron with 100 over it. Now, that now means your empire has access to 100 units of iron. That 100 units of iron would support a certain number of units or factories or so forth. Now, once you mine it, or build a road, that is all you need to do, now you have 100 units. Now, lets say you need a much bigger army, or more factories, whatever-well, you can no koinger uswe those 100 point, but need to trade for more or capture more iron. That simple. In essence, each tile of a resource would take you only so far-of course, if you strike it rich with one reosurce, you can trade it for handsome profits. But this also negates the possibility of one civ having a monopoly, since now you can spread out resources more widely.
(Posted by GePap)
4.2.1.3 - Alternate idea on quantity
In Civ3, if a civilization has access to a single strategic resource, then that civ has access to that resource as if it was infinite. These resources should have finite values attached to them in Civ4. Each source on the map would produce a certain number of 'units' of the appropriate resource per turn. For instance, there could be 3 sizes of iron deposits which produce either 20, 30, or 50 units of iron per turn (the numbers are just examples). As the game progresses (tech-wise), certain resources could become more abundant. For example, iron sources could produce more once engineering is discovered.
Any collected resources could be traded to other civs, used for upkeep of units/improvements, or in the building of new units/improvements.
1/ Trade with other civs would involve the trading of a specific number of units/turn of a particular resource (eg. trade could involve 10 units of oil per turn). If a civ is unable to provide the agreed upon amount of a resource, that civ must provide compensation to the other civ, or the deal is cancelled and the one who broke the deal suffers a reputation hit.
2/ Upkeep: some improvements and units would have upkeep that uses a certain number of units of one or more resources each turn. For example, a coal plant could use one unit of coal per turn, and a battleship could use two units of oil per turn. If resource upkeep can't be paid for an improvement, that improvement has its effects reduced or it stops functioning altogether. If a unit doesn't have its resource upkeep paid, one or more of its stats would be reduced (i.e. attack str, defense str, moves, etc.) depending on what resource it is lacking (eg. lacking iron/saltpeter could mean reduced att/def; lacking oil/coal/uranium could mean reduced movement, etc.). If a unit goes for several turns without having its resource upkeep paid, it would lose an experience level ( to a minimum of conscript level).
3/ Building certain units or improvements could require access to a strategic resource. As a simple way of doing this, as long as a player has a surplus of a resource (after factoring in trade to other civs and upkeep), then that player may use that resource to create the appropriate units or improvements. Units and improvements that require access to a resource to build wouldn't necessarily require that same resource for upkeep (and vice versa).
4/ Leftovers: There are a few options as to what the game could do with any surplus units of a resource: the player could be allowed to stockpile surplus resources; any surplus could be converted into gold and/or shields; or the surplus could simply be lost to waste. Or there could be some combination of the above. If the player is allowed to stockpile, there should be limits to how big the stockpile is allowed to get.
(Posted by Xorbon)
4.2.2 - Several luxury sources giving a bigger effect
for luxuries it might be a good idea to increase the effect when you got multiple sources, that way it might add some extra things to think about when you're about to trade with another empire. It might even be an incentive to stop export before the trade agreement is over deteriorating relations with that other civ.
(Posted by Senator)
4.2.3 - On strategic resources
on strategic resources i don't think a system with one oil deposit being able to provide oil for like 10 cities is good. (cuz you got small villages and huge mass-production cities) It's not even the size of a city that mathers it should be related to the amounts of shields produced per turn that sets the amount of oil needed then.
keeping that in mind i think a system where a 'unit' of oil(for example) means you can produce 5 oil using units each turn as maximum is better. then again a tank uses less than an airplane, you'd need to set a number of oil that is needed for every unit.
(Posted by Senator)
4.2.4 - Replace current resource shield system
The main problem, for me, is that the current resource system makes the resource shield concept meaningless.
In earlier civs, the resource shields that one could get from hills and deserts and so on were justified by the fact that stuff like coal, iron and oil was being extracted from them. But with the resource system we have now, all linked up cities can get all the coal, oil and iron they need. But production is still decided by the number of hills and mines. This makes no sense. I mean, what are all those mines on the grassland extracting? It's not coal, iron, aluminium, oil, etc.
The resource shields should be replaced by a raw material x productive power figure. Raw materials would be extracted from squares instead of shields, and productive power would be calculated by the population of the city, and any industrial improvements.
You'd also need some sort of market to allow raw materials to flow to where they're needed.
(Posted by Sandman)
4.2.5 - Population as main source of shields
How about having population as the main source of shields, with strategic resources and terrain giving factory-like percentage bonuses, rather than discrete numbers of shields?
(Posted by Sandman)
4.2.6 - Tech affecting resource output
Another big change-with tech changes, the visibility of sources would change- mines of iron you could have never gotten before now are avaliable, or exiting mines now yeiled far more- creating an even bigger bond of tech with resources. Finally, as tech changed, the necessity would change- primarilly, you might waste less, so that same gets you further. All this could be done without any significant change to the shield system of city production.
But what you could introduce is manufactured goods-for example, forms of luxuries that are made (like TV's, or cars, whatever)-so that if your factories are idling and not building units or buildings, they can build luxuries you can not only use for internal happiness, but to trade.
(Posted by GePap)
4.2.7 - Fresh water as resource, affecting food supply and city growth
On resources, one idea I am playing with in my head is making fresh water such a resource- in order to support people or make irrigation tiles, you need fresh water (which is already true in civ3)-the difference being that each tile would have a sort of fresh water production- and remove the arbitrary limit of 6 and 12 for cities- cities should be able to grow as big as food supply (which for good sakes, MUST be something than can be moved around, how far to be determined by tech levels) and water supply allow. Th danger of huge cities shoul be the omnipresent danger of great pandemics (and addition to any civ game that I see as a must, but not a resource issue). The point of aqueducts woul be to tap new water resources for cties (thus allowing growth, but not a must for all cities not next to rivers), while sewers would limit disease.
(Posted by GePap)
4.2.8 - Some questions that must be decided upon
1. Do we want named resources to still expire? Is this dependent on the rate one produces units or improvements that require them?
2. Are surplus resources stored? If so, how? Invisibly with no limit? Transparently with no control? As a city improvement? As a tile improvement? (IMO it would be good if reserves could be targeted).
3. Are luxury named resources quantified?
4. Obviously a mine built in 1000 B.C. will not produce a named resource at the rate one built in the modern day would. To what extent is the resource rate dependent on a tile improvement and its era?
5. Can an AI manage successfully a complicated system, both for itself and the player who doesn't want to get involved except when necessary?
(Posted by Merp)
4.2.9 - Extend the Civ3 system
Shield production of city squares is independant of those resources being present or not. To take clay from a hill and produce pottery doesn't require oil or aluminium presence on that square.
But on the other hand, if mere access is enough for luxury goods (other than gems!), some kind of a mine is necessary to access the resources (except horses of course!).
Having just one resource spot supplying a civilization that controls nearly 50% of world population is quite weird. Which is why I voted for the limited quantities of the resource for each spot. Some spots may have just a little bit of aluminim, and other enormous amounts that will supply you all game long. But that should also depend on how fast you use it up. Which implies that each unit must have a resource quantity specification as well.
(I would not vote for complicating with having only a given amount available per turn depending on our extraction investment, but rather to simply deduct the quantity used up from the reserve, until it is exhausted).
If you have several spots of the same resource, of course you should be able to indicate which one you'd like to use first. Obviously better to start using up border resources while you have them... just in case.
Obviously, there should be more resources.
- Natural gas for instance, for energy production (see the thread on "energy" with my idea on this, which implies using up coal, oil, gas or uranium resource depending on the power plant you build).
- Copper for electrical appliances.
And... all depends on how much complexity you want to introduce.
Given that resource are seldom surfacing, there would be need to have specialized mining workers (there was that kind of unit in Settlers n°something) looking for them. It's OK to have some appearing right away when we discover the appropriate technology, but we should be able to discover new ones through geological exploration, rather than just wait for the God AI to have some appear or go take it by force from our neighbor.
And obviously, those geological explorers should be able to search on water and therefore become amphibious at some point of technological advance.
Trading those resources would then of course negociate a quota, either a bulk buy for a given lumpsum, or that many for so much every turn.
[i](Posted by grap1705)[/b]
Comment