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Do you want energy/electricity to become a strategis national issue (Time out:0 days after 12-05-2004, 14:44)
yes, a definite must
no, too lazy to bother with that
neutral
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grap1705 is offline grap1705
Chieftain

May 2004
time: 05:36
  Old Post 12-05-2004 14:42
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#1 Report this post to a moderator
energy: a strategic national issue Support Apolyton buy from Amazon

The Civ2 and 3 way (as well as CTP2 in fact) of handling energy city by city, as a mere multiplier of city production seems very unrealistic and lousy.

Energy should be handled on a national basis. Each city needs an amount of energy which is a factor of its size and of its improvments, then up to you, mighty light of the believer, to build enough power plants to supply your whole nation.

You build a power plant on a square (or hexe), get a road to it so as to not overcomplicate the game and display with having to build power lines, and power flows through the roads to light cities and colonies.

Power plants types:
hydraulic palnt, coal plant, gas plant (they should add gas to the natural resources!), tide plant, wind plant, solar plant, oil plant, nuclear plant, cold fusion plant, geothermic plant (to build next to a volcano), etc...

If power goes along roads, then there is need to invent submarine power lines to power islands not too far away, or even cities on far away continents, but cost of the submarine lines should be determined so as to make it very costly to go too far away.

Then new management issues appear: getting enough power supply to your cities otherwise:
- a bunch of modern city improvements are not available or stop producing effects
- a number of improvements have increased effect when powered (hospitals for instance)
- citizens are very pissed off when they have power failures because they miss the Rugby World Cup on TV, etc...

On the tactical level:
- destroy an enemy's powerplants,
- or take control of them in commando like operations to make pressure on a government,
- or destroy the roads to cut power supply to a given city...
- so defend your own plants and supply routes!
- undergo terrorist attacks if an integrist governments has too much influence over your civilization or sends terrorists (a new unit to think of?) to do so.

On the trade level:
- buy or sell to neighboring countries,
- sell a nuclear (or other) plant to a civilization that has not yet discovered that technology

Energy resource for building certain units is one thing. But what would be our modern world without electricity?

H Tower is offline H Tower
Emperor

Jul 2001
time: 23:36
  Old Post 12-05-2004 21:22
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#2 Report this post to a moderator
Remove this text

I love how biased your polls are

H Tower is offline H Tower
Emperor

Jul 2001
time: 23:36
  Old Post 12-05-2004 21:26
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#3 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

This is an empire building game, not a city building game, zoom out your focus somewhat and look at the bigger picture. We aren't dong squad sized combat operations are we? So why should we have this level of complexity for power too? Because next we'll have water lines running to cities, different type of roads with different movement rates and costs, the Magnetic train tracks, more than one marketplace per city, a fire station and God knws what else.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:36
  Old Post 12-05-2004 23:11
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#4 Report this post to a moderator
Suffering from ads?

Well, if we implemented a system in which resources could be manufactures, we could make electricity a manufactured resource that you need as a rperequisite for other buildings afterwards.

The thing is, what you mean as "energy" is really electricity, yet the world industrialized prior to electircity using onsite steam engines.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:36
  Old Post 13-05-2004 09:53 Visit panag's homepage!
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#5 Report this post to a moderator
Tired of ads?

hi ,

great idea

have a nice day

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