Post by hauptman on Nov 12, 2005 19:02:06 GMT -5
As a lot of people post about "starting without a resource", i wonder if its not too late to revamp the system with a patch?
My main issue with civ3 was once you had a resource, thats all you needed, ever. Thats hardly realistic. We have oil here in the US yet we still need to get it from other places as well. Whether it be by trade or by conquest nations devote much to attaining MORE of a resource.
Perhaps we should "borrow" the warcraft approach. Instead of C IV's approach of a lone oil square separated by 15+ squares from the next. It should come in clumps (like civ3) but provide a certain amount of resources per turn (call it tons whatever). Then each unit that uses that resource requires a certain amount to manufacture. Just like warcraft did with gold and wood. But also there should be a good sprinkling of lone squares throughout the map, so then no one would ever be completely out, but likely not have as much as they'd like. So now you have a REASON to go to war. Civ3 lacked any reason to go to war after the medieval era as if you expanded when knights etc where available then you have enough land that you usually had all the resources you needed. Most wars were self defense only in my single player games. But if i required a certain amount of oil to maintain a decent army and let my cities grow, then I'd have to consider conquest to get more.
Now say u see an iron ore square, u place your mine on it and it produces 10 tons per turn. Axe men require very little iron so maybe u could create a unit with 1 ton. But your citizens should also require an amount per turn for there own use... 1 ton per 2 city sizes? So a small civ could create enough units for self defense or even a small war, but they would seriously need to consider acquiring more, as fully armored units (Mace-men, Knights) might require 5 tons each. So that gives you a real reason to eye your iron rich neighbors cities, unless he is willing to trade a certain amount per turn for your benefit.
Japan went to war for steel, oil and rubber. After we stopped trading they went into a deficit. and expanded there empire solely for more resources. even though they had a small supply already.
The US strategic goal was to Bomb German oil production enough to slow or stop there production of oil and units which require it.
Both of these scenarios are not wholly possible under the Civ franchise version of resources and you either have it or you don't approach.
My main issue with civ3 was once you had a resource, thats all you needed, ever. Thats hardly realistic. We have oil here in the US yet we still need to get it from other places as well. Whether it be by trade or by conquest nations devote much to attaining MORE of a resource.
Perhaps we should "borrow" the warcraft approach. Instead of C IV's approach of a lone oil square separated by 15+ squares from the next. It should come in clumps (like civ3) but provide a certain amount of resources per turn (call it tons whatever). Then each unit that uses that resource requires a certain amount to manufacture. Just like warcraft did with gold and wood. But also there should be a good sprinkling of lone squares throughout the map, so then no one would ever be completely out, but likely not have as much as they'd like. So now you have a REASON to go to war. Civ3 lacked any reason to go to war after the medieval era as if you expanded when knights etc where available then you have enough land that you usually had all the resources you needed. Most wars were self defense only in my single player games. But if i required a certain amount of oil to maintain a decent army and let my cities grow, then I'd have to consider conquest to get more.
Now say u see an iron ore square, u place your mine on it and it produces 10 tons per turn. Axe men require very little iron so maybe u could create a unit with 1 ton. But your citizens should also require an amount per turn for there own use... 1 ton per 2 city sizes? So a small civ could create enough units for self defense or even a small war, but they would seriously need to consider acquiring more, as fully armored units (Mace-men, Knights) might require 5 tons each. So that gives you a real reason to eye your iron rich neighbors cities, unless he is willing to trade a certain amount per turn for your benefit.
Japan went to war for steel, oil and rubber. After we stopped trading they went into a deficit. and expanded there empire solely for more resources. even though they had a small supply already.
The US strategic goal was to Bomb German oil production enough to slow or stop there production of oil and units which require it.
Both of these scenarios are not wholly possible under the Civ franchise version of resources and you either have it or you don't approach.