Hey guys, its been awhile.
I wanted to talk with fellow civ fanatics and see what you think about various systems in place in the Civilization games and how they might be improved upon.
The topic on my mind right now is resources.
I feel the core Civilization series has been lacking regarding resource systems, though it has slowly but surely made improvements in this area. Games like Call to Power made resources far more important and interesting, even though the execution was quite abstract. Of course, later Civilizations were working towards more robust resource systems that powerful units and buildings required, but missed out on meaningful motivations and systems for trade and resource acquisition-through-conquest.
To me, the resource system should fulfill 2 main functions. It should simulate the importance and scope of resources in history, and it should motivate players to seek out, trade, refine, and fight over those resources as part of that historical simulation.
To complete the historical simulation, the following must be accomplished:
First, you want to give empires a reason to want not just resources, but lots of resources. Resources need to be quantified, not just one and done(I'm looking at you Civ 5 luxuries). Units need their metals, factories need their energy, your ever growing population demands ever more shinies, etc. The more resources, the more of everything, assuming you have the capacity to handle them.
Second, if empires need lots of resources, then they are going to need a way to trade for what they need, and trade away their excess for profit. A robust trade system can be a way not just to transfer resources from one empire to the next, but as a resource sink that turns resources into essentially consumer products which generates currency for the empire. Are you turning your Iron into tanks, or into profits?
Third, empires need to want resources enough to go to war over, whether to acquire more, or simply to keep the trade routes open.
Finally, with motivation goals in mind, resource gathering, refinement, and empire use can be considered, which is really the meat of the topic. How do you feel resources should be handled in a Civ game?
I wanted to talk with fellow civ fanatics and see what you think about various systems in place in the Civilization games and how they might be improved upon.
The topic on my mind right now is resources.
I feel the core Civilization series has been lacking regarding resource systems, though it has slowly but surely made improvements in this area. Games like Call to Power made resources far more important and interesting, even though the execution was quite abstract. Of course, later Civilizations were working towards more robust resource systems that powerful units and buildings required, but missed out on meaningful motivations and systems for trade and resource acquisition-through-conquest.
To me, the resource system should fulfill 2 main functions. It should simulate the importance and scope of resources in history, and it should motivate players to seek out, trade, refine, and fight over those resources as part of that historical simulation.
To complete the historical simulation, the following must be accomplished:
First, you want to give empires a reason to want not just resources, but lots of resources. Resources need to be quantified, not just one and done(I'm looking at you Civ 5 luxuries). Units need their metals, factories need their energy, your ever growing population demands ever more shinies, etc. The more resources, the more of everything, assuming you have the capacity to handle them.
Second, if empires need lots of resources, then they are going to need a way to trade for what they need, and trade away their excess for profit. A robust trade system can be a way not just to transfer resources from one empire to the next, but as a resource sink that turns resources into essentially consumer products which generates currency for the empire. Are you turning your Iron into tanks, or into profits?
Third, empires need to want resources enough to go to war over, whether to acquire more, or simply to keep the trade routes open.
Finally, with motivation goals in mind, resource gathering, refinement, and empire use can be considered, which is really the meat of the topic. How do you feel resources should be handled in a Civ game?
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