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manurein
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Paris, France
May 1999 time: 05:13
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Mark,
I think I have something to handle special, strategic resources namely, without adding micro-management for the player.
The idea is to have a model for the main productions including what they are built with. Also, the energy consumption would be traced. So, at any point of the game the model knows which resources are used where, for what and in what amount. As long as there is no shortfall an any resource/energy, the player is not involved at all. But as soon as there is a shortfall (or a forcated shortfall), the player will receive a notification abou that. Then, it is his repsponsibility, as the leader of the civ, to find a STATEGIC way tohandle this shortfall. Let's take the case of the steel used to build ships. Let's say there is a lack of iron which is needed to make steel; a notification comes to the player that there is no mean to extract stell at a better rate, and that there is thus a shortfall. Strategic decision of the player could be : A. find a diplomatic/economic agreement with another civ to buy steel or iron; B. Attack another civ to take hand on important iron sources; C. Reshape its navy, fe use more modern units in a smaller number...
At no point the player is involved in micro-management of resources, since he will not be notified if there is no particular problem. When succh a problem arises, he is involved, but only on the strategic level (which is HIS level of play...)
Thus, you could have real resources like iron, oil, coal, gold, timber.... The economic/industrial(production) may be more complicated, but since it will be hidden for the player, it wont touch the gameplay. Only it will offer more strategic axes, and allow for the simulation of very particular situations (as the 1973 economic crisis due to a violent rise in oil prices).
Cya
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manurein
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Paris, France
May 1999 time: 05:13
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You're right, Mark. There shoulmd not be so brutal effects. First, in your economic system, at a given time there is a given production capacity. So what would happen is you try to product more than u can. You should product only what u can (not stop producing att all) or find new sources of resources. Second there is (or there should be) the problem of depleting resources. This should be handled before the depletion. So in no case there could be a sudden stop in production (u could also manage stocks for special resources. In case of war, they would become strategic targets. I think I've read this somewhere on the forum)
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alms66
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Louisiana
Oct 1999 time: 23:13
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I can't go to the page and actually look at any of the models(It keeps saying "You are not authorized to view this page").
But on the resourse topic, I think it should be included. It will definately add some complexity but it would be worth it. For instance, civ A is at war with civ B and neither is on the same continent. Navy becomes very important and so too do the resources. You would have to manage iron to continue to build ships, Which is both realistic and , I think, fun and challenging.
As far as it being optional, I don't think that is necessary. If we keep it like manurein suggested, only if the resources are depleted should it become a problem for the player. Do you realize that some mines would take a very long time to deplete (realisticlly).
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Kanzid Stonebreath
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Macclesfield, Cheshire, England.
Apr 1999 time: 05:13
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I personally would have to say I don't like the idea of resources being limited, except in special situations like in colonization where there was a small chance of a silver mine being partially depleted.
One thing thwat could be done is make the resources depleting an option.
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