I was looking at some screenshots of resources and reading about the colonies in the colonies thread, and i was thinking it would be neat if you could grow certain resources.
In other words for things like oil, when the map is first generated at random at the beginning it places all the resources on the map (kinds you can grow and kinds you can mine).
Then in game, the resources like oil and metail you find at certain places on the map.
However, for things that you can grow, like silk, food(grain), etc... etc... you will find them on the map as well.... But then, you can grow them kind of like in SMAC.... Like expand a forest or epand grain growing and perhaps become a major supplier of a certain resource.
This idea may not work with the current Civ3 resource model or it may just add more micromanagement -- I don't know.... It was just a thought.
When you start a game, the map randomly places resources around the map.
The part below added on 26-07-2001 01:33
because of misunderstandings about my post.
Basically the idea is two types of resources - limited and expandable (but you still have to find and get it on the map before you can expand it to more tiles).
When you start a game, the map randomly places resources around the map.
Then as you discover them you can use them.... but once you discover a resource like forest or grain that can be grown, once you get it, you can chose to grow it on nearby tiles as well - so you can build more.
This would alow some civs to become major growers of grain and sell that to people, while others use their tiles to grow forests for wood. Then the two could trade perhaps? Once again, minerals, metals, oil, etc... will ALWAYS be limited and cannot be grown. Thus, like in real life, THESE truly limited resources would be what is fought over, while the ones that can be expanded allow civs to become major growers in an area of their choosing.
Basically the idea would be more like real life... You still fight over limited resouces, but like in SMAC, you have some flexibility on the resources that are a little more flexible (but just like in real life you must find and get that growable resource before you can expand it).
In other words for things like oil, when the map is first generated at random at the beginning it places all the resources on the map (kinds you can grow and kinds you can mine).
Then in game, the resources like oil and metail you find at certain places on the map.
However, for things that you can grow, like silk, food(grain), etc... etc... you will find them on the map as well.... But then, you can grow them kind of like in SMAC.... Like expand a forest or epand grain growing and perhaps become a major supplier of a certain resource.
This idea may not work with the current Civ3 resource model or it may just add more micromanagement -- I don't know.... It was just a thought.
When you start a game, the map randomly places resources around the map.
The part below added on 26-07-2001 01:33
because of misunderstandings about my post.
Basically the idea is two types of resources - limited and expandable (but you still have to find and get it on the map before you can expand it to more tiles).
When you start a game, the map randomly places resources around the map.
Then as you discover them you can use them.... but once you discover a resource like forest or grain that can be grown, once you get it, you can chose to grow it on nearby tiles as well - so you can build more.
This would alow some civs to become major growers of grain and sell that to people, while others use their tiles to grow forests for wood. Then the two could trade perhaps? Once again, minerals, metals, oil, etc... will ALWAYS be limited and cannot be grown. Thus, like in real life, THESE truly limited resources would be what is fought over, while the ones that can be expanded allow civs to become major growers in an area of their choosing.
Basically the idea would be more like real life... You still fight over limited resouces, but like in SMAC, you have some flexibility on the resources that are a little more flexible (but just like in real life you must find and get that growable resource before you can expand it).
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