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  • #16
    Originally posted by Blaupanzer
    Appears to me that one source of a resource supplies all that is needed as long as it is available. So there's no such thing as stockpiles, and the same resource can both facilitate building a city improvement and sustaining it. CTP 1 and 2 were NOT developed by the Firaxis team and will not be a source of ideas or code.
    but to trade it with another civ you need an "extra" source. and in a diplomacy screenshot, it said "1 extra". and, according to other screen shots, resources are plentiful in an area, so it is doubtful they only had 2 of the resources. i believe that 1 resource supplies a certain number of cities.
    "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
    - Ender, from Ender's Game by Orson Scott Card

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    • #17
      I'm sure that buildings won't require upkeep resources, as that would make resources way too valuable. So if you lost your uranium, your production would instantly be crippled. Civilizations should not be that fragile just because of one resource.

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      • #18
        I like the idea of improvements being dependent on resources, but only for building them, not upkeeping them. This insures that the game isn't unbalanced from resource losses, but does add to the depth of the game (and makes you reconsider your wars).

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        • #19
          I think resources should determine upkeep and building. Resources have always been critical asspect ofwar. if we our supply of oil was cut off today it would severly hamper our ability to fight, so i don't see it as unbalanced or unrealistic. Remeber Japan in WW2
          Let us unite together as one nation, a world nation" - Gundam Wing

          "The God of War will destroy all mortals whom dare stand in his way"

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          • #20
            Originally posted by Mars
            I think resources should determine upkeep and building. Resources have always been critical asspect ofwar. if we our supply of oil was cut off today it would severly hamper our ability to fight, so i don't see it as unbalanced or unrealistic. Remember Japan in WW2
            Realistically, I agree with you. But for playability I do not. In the game, consider that lack of resources will prevent you from building more units & replacing your losses.

            Re WW2 Japan, just look at it as their not being able to replace units lost at the front.

            --
            Example: If coal was required to use factories and you lost your coal, there would have to be a big popup window informing you of which cities had a loss of production due to coal loss. Without the window, people would be screaming their head off if it happened and they were not made aware of why.

            The simplicity of only needing resources to BUILD keeps the game within Sid's philosophy of design, just as having each resource being good for every city connected to it.

            Actually, I would like a 'simulation' game which also entails random events such as plague, changes in climate (as has occured several times in numerous places), etc. Probably would only play it a few times, though.

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            • #21
              Example: If coal was required to use factories and you lost your coal, there would have to be a big popup window informing you of which cities had a loss of production due to coal loss. Without the window, people would be screaming their head off if it happened and they were not made aware of why.
              but if you popped up a menu then it wouldn't be as big of a problem. Then you could have the city advisor, national advisor or what ever their name is now could say "sir we are out of coal so our factories are not working now, until we acquire more coal our factories" and it could say it in the civilopedia "you need a constant supply of coal to make your factories work." In that i think it work
              Let us unite together as one nation, a world nation" - Gundam Wing

              "The God of War will destroy all mortals whom dare stand in his way"

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              • #22
                I still think that model for resource requirements is just too involved for CIV. It is realistic, but for the compass of the game, it adds too much management.

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                • #23
                  Question

                  Ok, let's assume that the resource system is the simplest we've mentioned- if you have access to A horse, then you can switch or initiate the construction of horsemen in any city that has access to it.

                  So, if you're crankin' out horsemen, and your horsey supply fizzles, then can you just keep makin' horsemen if you don't switch production to something else?

                  ???

                  Hopefully some dude pops up and says, "Hey punk, you no make no more horsemen."
                  "You don't have to be modest if you know you're right."- L. Rigdon

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                  • #24
                    Good question.

                    And don't call me 'punk'- my mom used to call me that all the time.

                    But I could see Firaxis thinking ahead and making a pop-up for this, since losing resources is such a big deal. Let us hope...

                    and btw- you used a double negative.

                    [in one of those moods ]

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                    • #25
                      I hope that strategic resources are needed for the maintainence of certain improvements for several reasons:
                      1) It would be inkeeping with Firaxis' plan that you now need to protect ALL your territory, not just cities. For example, lets say you have a city that is able to collect coal, which in turn fuels your power plants and factories. Along comes the enemy and, instead of attacking your city, just plonks themselves on the coal square-well, you can't just hide behind your city walls, you'll actually have to go out there and rough them up a bit!!! In real-life terms, how far do you think England would have gotten in WWII if the Nazi's had taken over their coal fields?
                      2) Reources are now Depletable, not only would this encourage players to move to renewable energy (aside from the pollution factor), but would also drive players to seek out new sources of these resources!! Thus keeping up with the economics driving expansion/conflict!
                      3) Security of resources is an important factor in real-life, and should be in the game. If your power stations could keep pumping out energy, even though your source of coal/uranium is no longer accessible, then not only would it not be very realistic, but I don't think it would be much fun, either!!

                      Yours,
                      The_Aussie_Lurker.

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                      • #26
                        Originally posted by Faboba
                        To require resources in the upkeep of buildings is fairly ludicrous consider in a war - you lose your city which you generate all your uranium in - all your power plants are destroyed - it's insane.
                        Without stockpiling it would be hard to justify.


                        I disagree with the notion of removing rivers/ocean tiles nearby as a requirement to build irrigation. It adds another degree of challenge and realism. After all you're not going to fight another more powerful civilization for a fertile river delta, if you can just terraform your own in the middle of a dessert.
                        The problem in the past has been the lack of rivers on the map. Entire continents can be riverless because only rivers the size of the Rhine are represented. Any grassland is grassland only because it is getting ample rainfall. Jungle without rainfall would not be jungle. Perhaps some terrain types like desert should simply be unable to be irrigated until modern technologies are discovered.
                        To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                        H.Poincaré

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                        • #27
                          Originally posted by Faboba
                          To require resources in the upkeep of buildings is fairly ludicrous consider in a war - you lose your city which you generate all your uranium in - all your power plants are destroyed - it's insane.
                          Who said anything about the building being destroyed if it doesnt have the required resources?? Wouldn't it make more sense for the building to simply not function. A fission power plant doesnt create much power without fuel, but as soon as you get more fuel, it can begin producing power quite quickly.
                          I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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                          • #28
                            Is there any solid proof that buildings will require strategic resources in order to be built?

                            If anyone can point to a quote or an article where this is confirmed, please post it here! I'd really like to see it first.

                            Thanks!
                            Of the Holy Roman Empire, this was once said:
                            "It is neither holy or roman, nor is it an empire."

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                            • #29
                              I'm with Jason on this one. This debate has devolved to speculation on whether resources will be needed for upkeep of buildings. We don't even know if we'll need them to build the buildings in the first place. All examples related to resources at the site and in the reviews i've read have been related to building units (which are sustained with money).
                              No matter where you go, there you are. - Buckaroo Banzai
                              "I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author

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                              • #30
                                Originally posted by Grumbold


                                The problem in the past has been the lack of rivers on the map. Entire continents can be riverless because only rivers the size of the Rhine are represented. Any grassland is grassland only because it is getting ample rainfall. Jungle without rainfall would not be jungle. Perhaps some terrain types like desert should simply be unable to be irrigated until modern technologies are discovered.
                                Remember that, even when irrigated, desert still only produces 1 food, and not much else (only 1 minerals?), at least in Civ2. I once watched a documentary about a desert people who once lived entirely off caravan trade, but have taken to agriculture in recent generations to suppliment their income (trucks and planes outcompeted them). They lived in a rocky desert area, and their agriculture relied upon the careful and discrete use of well water. Still, it produces much less than nature does by itself in an unirrigated river delta.
                                To those who understand,
                                I extend my hand.
                                To the doubtful I demand,
                                Take me as I am.

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