Seeing as my objections to your system is based on my 4 points, I suppose I should frame my reply in relation to these.
a) reduces tactical possibilities, since you are restricted to certain units
Although every Civ may have a card to play, I am in this question centered on the military (unit) aspect of things. You just said that resources would be divided into basically common ones and not so common ones. Assuming common resources (wood, iron, bronze) are available to everyone in certain quantities, this seems to be just like the shield system in that the more you have, the faster/more units you can build. Thank you for pointing out the difference in your system between these two types.
I suppose, if the below 3 reasons were dealt with, I could handle (or even support!) a system with your "strategic" resources, but basic resources as per your system seem to be identical to shields. In your system I would scrap the basic resources and keep the strategic ones, as they are so plentiful there is really no need to distinguish them from shields.
b) is based on luck, due to random map placement
With basic resources this is solved, since there are plenty of them, but I still believe that it would take some more map-making algorithms to make sure strategic resources were fairly balanced. I suppose this is just a question of programming, so this problem B is solved as long as a good map generating program is utilized.
c) centers too much of the game around only one facet; trade
The Beta testing will probably have the last word on this, so we'll see.
d) is too complicated and tedious, and would discourage some players. I want to play a game, not go on a shopping trip for resources!
This still remains my biggest reservation about your system. I would be alright if you could trade whole commodities (i.e. if I start a trade route with another civ for steel, I can now build tanks in that city), but the idea of stocking up on various quantities like you do with gold sounds too complicated for my tastes in a game. I just don't want civ to become work.
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Any shred of compassion left in me was snuffed out forever when they cast me into the flames...
a) reduces tactical possibilities, since you are restricted to certain units
Although every Civ may have a card to play, I am in this question centered on the military (unit) aspect of things. You just said that resources would be divided into basically common ones and not so common ones. Assuming common resources (wood, iron, bronze) are available to everyone in certain quantities, this seems to be just like the shield system in that the more you have, the faster/more units you can build. Thank you for pointing out the difference in your system between these two types.
I suppose, if the below 3 reasons were dealt with, I could handle (or even support!) a system with your "strategic" resources, but basic resources as per your system seem to be identical to shields. In your system I would scrap the basic resources and keep the strategic ones, as they are so plentiful there is really no need to distinguish them from shields.
b) is based on luck, due to random map placement
With basic resources this is solved, since there are plenty of them, but I still believe that it would take some more map-making algorithms to make sure strategic resources were fairly balanced. I suppose this is just a question of programming, so this problem B is solved as long as a good map generating program is utilized.
c) centers too much of the game around only one facet; trade
The Beta testing will probably have the last word on this, so we'll see.
d) is too complicated and tedious, and would discourage some players. I want to play a game, not go on a shopping trip for resources!
This still remains my biggest reservation about your system. I would be alright if you could trade whole commodities (i.e. if I start a trade route with another civ for steel, I can now build tanks in that city), but the idea of stocking up on various quantities like you do with gold sounds too complicated for my tastes in a game. I just don't want civ to become work.
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Any shred of compassion left in me was snuffed out forever when they cast me into the flames...
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