what if both sides of this debate could be programmed into CTP, and by selecting rules, you could ahve either a simple tradde system, or one with lots of stretegic reources, or even one more like civ 3? It would take longer to program, but then everyone would be happy.
I'd like to see a model where resources such as coal, oil, natural gas, and maybe uranium are consumables...ie citizens and industry consume so much per year, and you would need a steady flow of resources to maintain your modern age buildings. maybe to offset this they would cost much less in monetary maintenace. Similarly, electric poiwer should be distributed on a grid, and be another"resource" that buildings need to work.
Metals and other non consumable resoruces are more investment-based rather than consumption-based. I agree that accounting for each of them explicitly would cause too much micrmanagement. SO...a compromise: make metals and such available in a tile....if you mine this tile, you get 1 unit. that 1 unit is enough to produce x number of units or buildings that require that resource. if you want to produce more at a time, get more of the resource. thus the number of resources you control corresponds to how fast you can build an army, not if you can build at all.
In all cases, nothing would be completely defunct without it's necessary resource. you could produce maybe 1 unit at a time without it's necessary resource. similarly, factoriues and other modern age buildings would still gfunction at like 20% capacity without power or fuel.
I would suggest using the trade network concept to simplify this resource distribution. having to make trade routes for every single resource to every city would just be silly. Civ wide trade is also possible by default, but then you can't blockade island cities.
I'd like to see a model where resources such as coal, oil, natural gas, and maybe uranium are consumables...ie citizens and industry consume so much per year, and you would need a steady flow of resources to maintain your modern age buildings. maybe to offset this they would cost much less in monetary maintenace. Similarly, electric poiwer should be distributed on a grid, and be another"resource" that buildings need to work.
Metals and other non consumable resoruces are more investment-based rather than consumption-based. I agree that accounting for each of them explicitly would cause too much micrmanagement. SO...a compromise: make metals and such available in a tile....if you mine this tile, you get 1 unit. that 1 unit is enough to produce x number of units or buildings that require that resource. if you want to produce more at a time, get more of the resource. thus the number of resources you control corresponds to how fast you can build an army, not if you can build at all.
In all cases, nothing would be completely defunct without it's necessary resource. you could produce maybe 1 unit at a time without it's necessary resource. similarly, factoriues and other modern age buildings would still gfunction at like 20% capacity without power or fuel.
I would suggest using the trade network concept to simplify this resource distribution. having to make trade routes for every single resource to every city would just be silly. Civ wide trade is also possible by default, but then you can't blockade island cities.
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