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DESIGN: Economy/resource system thoughts

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  • #46
    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.

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    • #47
      [q]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.[q]

      We can enhance SLIC to make both creatable by mod authors, and therefore make both available through mods. I think we should have one design to go with in the official CtP2:AE.

      Consumable resources are sometimes a dangerous idea. They can potentially turn the game into a spreadhsheet game or into a micromanagement hell. These should be kept simple enough...
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #48
        Maybe that could be part of the difficulty level...l

        maybe the difficulty slider coudkl be abandoned in favor of a set of controls that more precisely governed the game. we already ahve a barbarian density slider. similarly, there could be a AI intelligence slider, a trade complexity slider, and so on. I would love to be able to fight a war with piracy and blockades and such, so i would choose high resource complexity...others...well, you could have it whichever way you wanted.

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        • #49
          Sounds good. But if you don't have any programming skills you'll have to wait awhile. There are a lot of wants out there, and the best way to get them is to start trying to program them yourself.

          I should know, I've begged a lot.
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • #50
            i'm in no rush here..i understand how moinumental this project is..i'm just saying it might benefit if at some point my idea was encorporated...

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            • #51
              I love obsolete units, I build hoplites and archers as long as possible, because they're so cheap. Give me 2 stacks of: 6 hoplites , 5 archers and a slaver over the equivalent in machine gunners anyday. As far as navy goes, its not a clearcut, but it spends its down time pillaging nets, and a Fire Trieme can do this as well as a dreadnought. Having strategic resources would just give me the excuse to do this forever. My vote is no on strategic resources, I could build them forever, it would make the game too easy.

              Raising the price of ancient units would take away the advantage that a low tech civ has, so I don't see how adding resources would improve the game.

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