Civ1 and Civ2, while good, did not implement one of the most crucial aspects of historical civilization simulation, namely economics and trade. Civ2's "trade" is pretty meaningless and shallow because all those commodities don't really matter in actual play.
Instead I propose that Civ3 implement an economic system similar to that found in Colonization and/or Railroad Tycoon.In those games, the acquisition of various resources mattered for earning income and producing various city improvements, armaments, ships, etc. etc. The "shields" model of Civ1/2 is way too simplistic and uninteresting.
Naturally I am not necessarily suggesting that I want to see micromanagement on the same level as in Colonization and/or Railroad Tycoon, nor do I think that you need to implement a whole plethora of resources, just a few will do.
With the implementation of a more advanced economic system, new possibilities are opened up. You now have meaningful trade and meaningful trade routes. This of course means trade relations become important. Also this opens up the possibilities for economic boycotts, embargoes, and blockades.
Last but not least, an advanced economic system opens the way for a better support model during war. Instead of cities or even the whole nation magically supplying troops in battle, this is based on storage and transportation of supplies. I know that this might turn off some people but it would work exactly the same way as in Colonization. Remember in Colonization, when dragoons or musketeers were lost, the horse and musket resource was lost and you needed to transport them from cities or capture them from the enemy to resupply your units. The transportation of supplies doesn't have to be micro-managed but would use the same engine and management as normal trade "using trade routes, etc."
Instead I propose that Civ3 implement an economic system similar to that found in Colonization and/or Railroad Tycoon.In those games, the acquisition of various resources mattered for earning income and producing various city improvements, armaments, ships, etc. etc. The "shields" model of Civ1/2 is way too simplistic and uninteresting.
Naturally I am not necessarily suggesting that I want to see micromanagement on the same level as in Colonization and/or Railroad Tycoon, nor do I think that you need to implement a whole plethora of resources, just a few will do.
With the implementation of a more advanced economic system, new possibilities are opened up. You now have meaningful trade and meaningful trade routes. This of course means trade relations become important. Also this opens up the possibilities for economic boycotts, embargoes, and blockades.
Last but not least, an advanced economic system opens the way for a better support model during war. Instead of cities or even the whole nation magically supplying troops in battle, this is based on storage and transportation of supplies. I know that this might turn off some people but it would work exactly the same way as in Colonization. Remember in Colonization, when dragoons or musketeers were lost, the horse and musket resource was lost and you needed to transport them from cities or capture them from the enemy to resupply your units. The transportation of supplies doesn't have to be micro-managed but would use the same engine and management as normal trade "using trade routes, etc."
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