I just spotted a thread in the Civ4 discussion mentioning the fact that, in modern economies, the relationship between resources and their exploitation isn't as direct as depicted in Civ2.
In Civ2, the resources you exploit are those within the boundaries of your city screen. If there's gold there, you can mine it. If not, you're out of luck.
But in modern economies, the resource need not be near the production facility, yet exploitation can occur.
For example, historically, the wool wasn't worth that much . . . . until is was transformed by the manufacturing process into textiles. And those same textiles could then be processed into clothing and become more valuable. But the WOOL need not be anywhere NEAR the city where the factory/processing facility is located.
Civ2 doesn't really seem to address this value-added-via-manufacturing process. Or does it? And the geographic limitations of exploitation seem embedded in the game too. Can anyone think of a way to simulate these things using Civ2?
In Civ2, the resources you exploit are those within the boundaries of your city screen. If there's gold there, you can mine it. If not, you're out of luck.
But in modern economies, the resource need not be near the production facility, yet exploitation can occur.
For example, historically, the wool wasn't worth that much . . . . until is was transformed by the manufacturing process into textiles. And those same textiles could then be processed into clothing and become more valuable. But the WOOL need not be anywhere NEAR the city where the factory/processing facility is located.
Civ2 doesn't really seem to address this value-added-via-manufacturing process. Or does it? And the geographic limitations of exploitation seem embedded in the game too. Can anyone think of a way to simulate these things using Civ2?
AFAIK, no one's done this for a few reasons. It's a steep learning curve,
and most likely you will need to sacrifice a scenario's geographical accuracy to achieve such specificity. 
).
A trigger in a 3rd world country creates a high cost, 0mf unit intended for disbanding in the 'processing' city. Triggers could be UnitKilled (perhaps with a BribeUnit modifier, e.g. bribers are 'purchasing agents'), as HT suggests, or CityProduction (employing a 'resource' city that has the unique ability to produce a particular unit or improvement). One problem is that the events hard-code links between resource and processing cities.
Unless the created unit is mobile.... If it's mobile, weak, bribable, and created in a geographically important location, then you could simulate a need to keep trade lanes open. But then you're back to a slightly modified version of Civ2's original trade paradigm. 
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