I just posted this somewhere where Firaxis has a better chance to see it, along with a link to this thread.
Originally posted by alexman
As per the heated discussion in the related AU Mod thread, I would like to suggest a simple solution that requires no bug fixing, but just a simple change in the biq using the editor.
There are two conflicting issues with resource scarcity. On one side, more scarce resources lead to a more challenging game, on average. You have to adapt your strategy to your environment to secure resources. On the other side, the idea of having to secure resources takes away from your options, and forces a certain style of play: war.
So the goal here is to have resources which are scarce enough to provide a challenge, while they are plentiful enough so that they don't force players to fight a certain war or lose the game. So we want to increase strategic options while keeping the challenge offered by scarce resources.
One way to achieve that goal is to increase the appearance ratio to PTW levels of vital strategic resources for peaceful empires, but leave unchanged the strategic resources necessary only for military units.
So the proposal is:
-> Increase the frequency of coal (from 120 to 160 in the editor), which is the first resource that gives the builder real trouble. Iron is also necessary for railroads, but it already has a higher appearance ratio than Coal.
-> Increase the frequency of rubber (120 to 160), aluminum (120 to 160), and uranium (100 to 140), which are necessary for the spaceship.
-> Leave the rest of the strategic reources and luxuries as they are in C3C.
That's a change to 4 resources out of the 8 strategic ones. Leave iron, saltpeter, oil, and horses as in C3C.
Hopefully, this solution will satisfy both sides of this debate. The game will keep its challenge when fighting to secure resources to wage war, while at the same time it will not dictate the only options available for victory.
As per the heated discussion in the related AU Mod thread, I would like to suggest a simple solution that requires no bug fixing, but just a simple change in the biq using the editor.
There are two conflicting issues with resource scarcity. On one side, more scarce resources lead to a more challenging game, on average. You have to adapt your strategy to your environment to secure resources. On the other side, the idea of having to secure resources takes away from your options, and forces a certain style of play: war.
So the goal here is to have resources which are scarce enough to provide a challenge, while they are plentiful enough so that they don't force players to fight a certain war or lose the game. So we want to increase strategic options while keeping the challenge offered by scarce resources.
One way to achieve that goal is to increase the appearance ratio to PTW levels of vital strategic resources for peaceful empires, but leave unchanged the strategic resources necessary only for military units.
So the proposal is:
-> Increase the frequency of coal (from 120 to 160 in the editor), which is the first resource that gives the builder real trouble. Iron is also necessary for railroads, but it already has a higher appearance ratio than Coal.
-> Increase the frequency of rubber (120 to 160), aluminum (120 to 160), and uranium (100 to 140), which are necessary for the spaceship.
-> Leave the rest of the strategic reources and luxuries as they are in C3C.
That's a change to 4 resources out of the 8 strategic ones. Leave iron, saltpeter, oil, and horses as in C3C.
Hopefully, this solution will satisfy both sides of this debate. The game will keep its challenge when fighting to secure resources to wage war, while at the same time it will not dictate the only options available for victory.
Comment