Originally posted by Tarquelne
(I said I don't think there'd be a problem with resources within "it's territory" - I meant it's borders. It's the resources outside - those that'd probably require military or diplomatic intitiative - that I'm concerned about.)
(I said I don't think there'd be a problem with resources within "it's territory" - I meant it's borders. It's the resources outside - those that'd probably require military or diplomatic intitiative - that I'm concerned about.)
How about having the resources still become obsolete so far as creating buildings/units goes, but they're still worth something? A significant amount of gold, or shields or something. (1 shield per city per resource - but only for the first?) So while there might be hoarding of the Resources needed by the current tech, there'd be motivation to trade "obsolete" resources.
A good real life example, but unless the Civ3 diplomatic system is considerably improved (which I greatly desire) I'd be prone to just grab a piece of Kuwait myself. (Real life has far more "brakes" on blatantly aggressive behavior than Civ3.)
I'm dubious about Firaxis's ability to pull this off, but it'd be nice. What sort of figures do you have in mind? (Resource frequency, resource "yield" - number of cities that can use 1 resource tile)
And yes, the chances are Firaxis is not going to make any changes in the way the resources are handled at this point. That would require a fairly major rewrite of the code.
[QUOTE]I think you'd also need a rule that prevents a player from freely changing which city gets a resource, or the player could just "shuffle" the resource from city to city, using tedious micromanagement to vastly increase the usefullness of a single resource. This wouldn't help in a situation where you want to maximize the production of a particular unit, but it'd be a factor the rest of the time.[QUOTE]
Good point. There would have to be something to prevent that, maybe a turn limit for selecting a city as a priority, say 20 turns, like the current trading aggreements.
What about just having resource availability be based on distance and the transport net? Cities need to be within X if connected by road, X+Y if connected by rail, or X+Z if connected by sea. Simple, vaugly realistic, and I think it'd add some strategic (or tactical) depth. (That's my conclusion after 5 seconds consideration.) Trading might be a problem.... I think you'd have to allow a player to choose which city is recieving the traded resource.
Have you seen it do that when it didn't already have access to the resource (maybe via trade)? (In my experience the AI has been pretty good about supplying itself.)
If my fears are correct it'd magnify the AI's lack of intelligence. This is overly simplistic, but: A resource system that is 5 times as complicated would yield an AI 1/5th as challenging. The inverse of the increase in complexity of the resource system is surely too dramatic, but the multiple-resource system would require that the AI make many more military and diplomatic decisions based on resource concerns. That's many more opportunities for the AI to do something less-than-optimal. Each individual decision would certainly matter less, but each one is also somewhat more difficult - I think the final result would be a significantly less capable AI.
I don't see "not even a single resource" of as much as I problem as you clearly do. First, I like it when _I_ have to take some extra effort to aquire a resource.... but I think we're most concerned with the AI-players, right?
First, I havn't seen this happen very often. Hmm.... actually, I can't think of a single time I've seen a civ with more than a dozen cities lacking a critical resource for a "crippling" amount of time unless it lost its supply due to warfare. The civs seem to be pretty good about trading for it.
Yea, and for all my objections, I certainly would like to try out multiple resources system. And I agree with korn that it's simplicity is one of civ's strengths, but I'd enjoy considerably more complexity in the Resource system (and the Cultural rules too, btw.) As long as the AI wouldn't be degraded too much, of course.
Something that might, from my point of view, save a multiple resource system is that it might be fairly easy for the programmers to come up with some effective and relatively unobtrusive "cheats" for the AI to use.
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