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Fosse
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U.S.A.
Mar 2002 time: 23:32
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There is some discussion going on in the trade thread about whether resources and luxuries should remain as-is, where access to a single unit of said resource is all that you need, or modified so that each access to a resource provides a limited amount of said resource.
The current system of ON/OFF resources can be modified to have additional instances of those resources provide bonuses to the civ, so as not to make them useless.
If changed, then one iron supply would provide enough iron to build perhaps 5 swordsmen per turn. If you only work on 3 in a given turn, then you put two iron into storage, which can be stockpiled for later use, or traded away.
So what is prefered her in Apolyton?
Post edited for spelling
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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I voted for option 2. I feel that this would add a great deal to the game, and that the AI can be taught to deal with this relativly small wrinkle in mechanics that amounts to a huge amount of increased fun, realism, and strategic possiblity.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by notyoueither
A very interesting proposal.
And so a single luxury could be shared between 5 or 10 or 20 cities?
Would you increase the number and/or frequency of resources and luxuries? |
I think so, yes. I realize that the above poll isn't about an entire proposal, but I wanted to get input before trying to write one out.
Yes, though, more occurances of would almost certainly be needed to get any sort of balance. For example, on an earth map there might be five occurances of oil in Texas, and fifteen crammed into the Middle East. East occurance would provide exactly the same amount - to forgoe any unneeded complication - so having more in one place represents a very rich supply.
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Senator
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seems to me it'll just complicate the game.
for luxuries it might be a good idea to increase the effect when you got multiple sources, that way it might add some extra things to think about when you're about to trade with another empire. It might even be an incentive to stop export before the trade agreement is over deteriorating relations with that other civ.
on strategic resources i don't think a system with one oil deposit being able to provide oil for like 10 cities is good. (cuz you got small villages and huge mass-production cities) It's not even the size of a city that mathers it should be related to the amounts of shields produced per turn that sets the amount of oil needed then.
keeping that in mind i think a system where a 'unit' of oil(for example) means you can produce 5 oil using units each turn as maximum is better. then again a tank uses less than an airplane, you'd need to set a number of oil that is needed for every unit.
In all i think the resource system works fine as it is in civ3 (even if it is somewhat crude and basic) and adding another system would just add more micromanagment that would be a pain in the ass for most players.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by Senator
seems to me it'll just complicate the game.
for luxuries it might be a good idea to increase the effect when you got multiple sources, that way it might add some extra things to think about when you're about to trade with another empire. It might even be an incentive to stop export before the trade agreement is over deteriorating relations with that other civ.
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That's exactly what I'm saying.
quote:
on strategic resources i don't think a system with one oil deposit being able to provide oil for like 10 cities is good. (cuz you got small villages and huge mass-production cities) It's not even the size of a city that mathers it should be related to the amounts of shields produced per turn that sets the amount of oil needed then.
keeping that in mind i think a system where a 'unit' of oil(for example) means you can produce 5 oil using units each turn as maximum is better. then again a tank uses less than an airplane, you'd need to set a number of oil that is needed for every unit.
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That is, again, exactly what I'm saying.
As for tanks using less than airplanes or battleships... I would say that trying to model that is going to be going a bit too far for fun. Not a lot, but a bit. Now... seperate support costs for units. 
As for the resources proposal I've outlined... I disagree that it would be micromangement. I think it would add a lot of realism and fun to resources, diplomacy (since that's how you'd get a lot of resources) and war (because a: resources are worth more; and b: There will be a limit on resource requiring units you can build at a time. The odds of building ten tanks per turn, and so not caring if you loose ten tanks per turn, are much slimmer.
I know that some do feel that this is micromangement, while I would say that it is simply "management." The current system is a bit too abstract for my tastes though, and I hope for Firaxis' tastes, too!

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Sandman
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Sinister Penguin
Aug 2001 time: 05:32
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The main problem, for me, is that the current resource system makes the resource shield concept meaningless.
In earlier civs, the resource shields that one could get from hills and deserts and so on were justified by the fact that stuff like coal, iron and oil was being extracted from them. But with the resource system we have now, all linked up cities can get all the coal, oil and iron they need. But production is still decided by the number of hills and mines. This makes no sense. I mean, what are all those mines on the grassland extracting? It's not coal, iron, aluminium, oil, etc.
The resource shields should be replaced by a raw material x productive power figure. Raw materials would be extracted from squares instead of shields, and productive power would be calculated by the population of the city, and any industrial improvements.
You'd also need some sort of market to allow raw materials to flow to where they're needed.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by Sandman
But shields make no sense at all. Just because they're tried and true doesn't change the fact the justification for them is largely gone. Why should a city with lots of hills be better at making stuff than a city without, when they are both supplied with the same raw materials? |
I'd be a bit afraid of getting rid of shields. That doesn't mean it's a bad idea... just that I would have to think long and hard about doing so.
I agree with ou 100% that just because the system is already in Civ it should automatically be in Civ 4. Some of the mechanics we have were abstractions made because Civ 1 is an OLD game. There is no reason that we shouldn't take a good long hard at those mechanics and decide if something new wouldn't be better.
Or even something that used to be in but is now out (hitpoints and firepower, anyone?).
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Okay Sandman, I'm game.
I haven't played it, so I am not sure, but didn't CtP 2 work the entire productive radius of the city at a reduced rate according to the population?
But you are also saying we shouldn't simply say "You're in a forest, that means industry!"
Okay... how much impact to you want terrain to have on industry? How much impact do you want resources and the like to have?
I'm interested, but I'm not sure what to replace (or augment) shield generation with.
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filix
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quote: Originally posted by MrFun
I disagree with the idea of more severe limitation of resources.
There's only so much you can do to make the game more realistic, before you start taking away the fun factor. |
You are right too scarce resources can make starting positions too important for the game, more resources,...!
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Sandman:
Ha, that's basically what you said before, and I didn't get it. But, this post is clearer and I thank you for it.
Now... if we combine that idea with having population growth based more on potential jobs (ie, good farm areas bring a lot of people in the ancient era, and fewer in modern, lots of industry and well developed cities bring more people, and the more commerce in a city the bigger it gets) than on food storage... we would have a VERY good system of generating cities food, population, production, and commerce. Cities would become hugely more realistic, unique, and alive.
Careful balancing would have to be done, of course. But when that was done the player would have so many routes to impact the output of a city. Want more production? Maybe you can build a factory, sure... but you could also build a bank. Multiple layers of approach, all with more far reaching consequences... thus cities never become "perfect," are always in flux, and your approach can constantly vary.
Good God... it sounds perfect.
I will now brace myself for the barrage of "It's not Civ! Computers can't do that (Sim City does), it's not Sim City!, too complicated! Too radical!" that will come.
But I believe that those statements are wrong, and that this idea sure would be a great Civ, wouldn't it?
Thanks, Sandman.
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filix
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quote: Originally posted by Sandman
Um...
How about having population as the main source of shields, with strategic resources and terrain giving factory-like percentage bonuses, rather than discrete numbers of shields? |
I think thats a bad idea, i dont like it because its not civ than anymore.
Mountains for shilds plains for food thats civ
I dont like the idea that food is more important fpr production than raw material and i dont mean strategic resources
Hey Fosse well play a game if civ4 is out 
Last edited by filix on 15-12-2003 at 03:20
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by filix
I think thats a bad idea, i dont like it because its not civ than anymore.
Mountains for shilds plains for food thats civ |
That's okay with me. I'm not going to be happy with another graphics update.
Make the game groundbreaking, or else just make a third Civ 3 expansion and stay out of the way while another company makes the game that will take the genre to a new level.
Though filix, I understand wanting to stick to old ways to make it "still Civ," some old ways should be reexamined and chucked if they are no longer the best ways. If the this is one of those ways, it should go. If not... well, not.
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filix
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quote: Originally posted by Fosse
That's okay with me. I'm not going to be happy with another graphics update. |
Really i dont care for graphics
quote: Originally posted by Fosse
Make the game groundbreaking, or else just make a third Civ 3 expansion and stay out of the way while another company makes the game that will take the genre to a new level. |
I think civ a very succsessful game, So why change a winning team? I mean the basic consept. quote: Originally posted by Fosse
Though filix, I understand wanting to stick to old ways to make it "still Civ," some old ways should be reexamined and chucked if they are no longer the best ways. If the this is one of those ways, it should go. If not... well, not. |
Right we have just some ideas thats all.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:32
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I don't see my suggested system as a serious deviation from the norm, really. Shields are still around, but they're just determined more by population than terrain, although terrain still plays a strong role.
Advantages:
It's more realistic. Big cities are more productive; it's that simple. Productivity is determined more than just hills and forests.
It avoids the problem of 'lame duck' cities; you know, where you have a size-12 city that has only grassland and ocean, and struggles to build a colosseum, and is of no use for military production.
No more mining deserts or grasslands. No more forest cities cranking out wooden spaceships.
Terrain is still useful. A worked forest square could yield a resource % bonus, or another (better) idea would have it yield an extra bonus resource, which would not be affected by factories, etc.
Disadvantages:
Less resource-boosting terrain improvements. It was always satisfying to see a cities production rocket when you finished a mine on a hill.
To counter this, I'd go for a numerically based resource system, with most hills and some other areas having resource deposits that you could develop with mines and so on. The city with the coal would still get an excellent resource boost, but the formerly lame duck city could also get a good boost if it had a port and railroads to import raw materials. If it was in a particularly sweet spot, it could even outproduce the coal city, since it could import other kinds of raw materials.
Food becomes all important.
To counter this, I'd make it much harder to get food. It's much to easy to reap massive harvests in ancient times in Civ3. I'd also make agriculture more interesting, with more kinds of terrain, more technologies relating to agriculture, different kinds of cultivation, and so on. A decent system of trading food is a must as well. And, as Fosse already suggested, I'd weaken the link between food and population growth.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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quote: Originally posted by Sandman
The main problem, for me, is that the current resource system makes the resource shield concept meaningless.
In earlier civs, the resource shields that one could get from hills and deserts and so on were justified by the fact that stuff like coal, iron and oil was being extracted from them. But with the resource system we have now, all linked up cities can get all the coal, oil and iron they need. But production is still decided by the number of hills and mines. This makes no sense. I mean, what are all those mines on the grassland extracting? It's not coal, iron, aluminium, oil, etc.
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I couldn't agree with this more. I think the counter argument has always been about avoiding making things "too complicated". That has to be weighed, but I think this idea is too good to not explore a method to make it work in a clear and understandable manner.
The nuances that could be added to the game are tremendous. Can you imagine only having enough aluminum to build airplanes in two cities? Now the opponent can target your industry, or specific cities, in an attempt to stop war material from reaching the front. Finally we could have some version of strategic bombing. That is still a big missing part to the civ conflict model.
It seems to me that if you are mining aluminum and you go to build a fighter, but you are not mining enough to start another production using aluminum, you could consult the Economist Advisor (or whatever) to see what's going on. If you have enough aluminum, you can just select the build and not bother with the screen.
This would make the trading subsystem much more important. You would think carefully about parting with some resource for a lousy 20 gpt.
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