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Kevin Ar18
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I was looking at some screenshots of resources and reading about the colonies in the colonies thread, and i was thinking it would be neat if you could grow certain resources.
In other words for things like oil, when the map is first generated at random at the beginning it places all the resources on the map (kinds you can grow and kinds you can mine).
Then in game, the resources like oil and metail you find at certain places on the map.
However, for things that you can grow, like silk, food(grain), etc... etc... you will find them on the map as well.... But then, you can grow them kind of like in SMAC.... Like expand a forest or epand grain growing and perhaps become a major supplier of a certain resource.
This idea may not work with the current Civ3 resource model or it may just add more micromanagement -- I don't know.... It was just a thought.
When you start a game, the map randomly places resources around the map.
The part below added on 26-07-2001 01:33
because of misunderstandings about my post.
Basically the idea is two types of resources - limited and expandable (but you still have to find and get it on the map before you can expand it to more tiles).
When you start a game, the map randomly places resources around the map.
Then as you discover them you can use them.... but once you discover a resource like forest or grain that can be grown, once you get it, you can chose to grow it on nearby tiles as well - so you can build more.
This would alow some civs to become major growers of grain and sell that to people, while others use their tiles to grow forests for wood. Then the two could trade perhaps? Once again, minerals, metals, oil, etc... will ALWAYS be limited and cannot be grown. Thus, like in real life, THESE truly limited resources would be what is fought over, while the ones that can be expanded allow civs to become major growers in an area of their choosing.
Basically the idea would be more like real life... You still fight over limited resouces, but like in SMAC, you have some flexibility on the resources that are a little more flexible (but just like in real life you must find and get that growable resource before you can expand it).
Last edited by Kevin Ar18 on 26-07-2001 at 05:51
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Kevin Ar18
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quote: Originally posted by UberKruX
yea, sounds like a lot of micromanagement.
and i think it takes a major emphasis off land-position.
forcing nations to trade for resources they cannot acquire on their own will make the game a lot harder.
imagine the chinese cutting off your oil supply right before you get mobile warfare. |
quote: Originally posted by TechWins
With being able to grow whatever resource you want it would mess up the diplomacy (not having to trade) and in messing up the diplomacy it would mess up a lot of strategy in warfare. So no I don't like the idea at all. |
You all are misunderstanding me.
Anyways, as I said, there are two types of resources - ones that expand and ones that are a set amount.
When you start a game, the map randomly places resources around the map.
Then as you discover them you can mine them, but once you discover a resource like forest or grain that can be grown, once you get it, you can chose to grow it on nearby tiles as well - so you can build more.
This would alow some civs to become major growers of grain and sell that to people, while others use their tiles to grow forests for wood. Then the two could trade perhaps? Once again, minerals, metals, oil, etc... will ALWAYS be limited and cannot be grown. Thus, like in real life, THESE truly limited resources would be what is fought over, while the ones that can be expanded allow civs to become major growers in an area of their choosing.
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tniem
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Hope College
Apr 2000 time: 00:14
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Just to comment on two comments made above:
1) Sid said in an interview that there will be a chance of discovering a new resource every turn that a worker is working a field. So in a way there is a growing of resouces in Civ III
2) I believe Dan said that resources do deplete if you overuse them
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meriadoc
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Troy, NY
Dec 1999 time: 00:14
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First of all, yes I did read somewhere that if resources are overused then they will deplete. On the other side of the coin, there will be a chance to discover a new resource every so often.
Now, as for micromanagement, I enjoy it for two reasons. The first reason is that I don't trust the computer to run my civ anymore than I trust it to take my non-existant girlfriend out on a date for me. Face it, the same AI that we complain about not being able to run the enemy civs is also the same AI that would be running mine if I didn't do everything.
Secondly, Civ is a game where you build an empire and try to live for 6000 years. In my opinion, that means that you should have to do a lot of things, from keeping an eye on the cities, to building roads. After all, that's what a real empire has to do. Besides which, I like trying to squeeze that last little ounce out of my civ....
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Sabre2th
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Whether depletion is 100% accurate or not, I don't care. It would add an extra little challenge to the game.
Bigger challenge = Bigger fun.
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by Sabre2th
Whether depletion is 100% accurate or not, I don't care. It would add an extra little challenge to the game.
Bigger challenge = Bigger fun. |
Agreed.
It will force you in late game to trade or build out to get certain resources that you have over used over the years like some type of luxury. That way you can never simply stay isolationist in the game - you will have to interact with other nations throughout the entire game.
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Kevin Ar18
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I don't like the idea of resouces depleting -- except for those ones that are growable - like my suggestion, but for oil, uranium, I don't think they should deplete. It is both realistic and more fun that way - you can isolate yourself if you so choose, but also remember, as you discover new techs you may find you'll have to contact others to get newer types of resources so you won't be able to be isolated forever.
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Dauphin
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Caught in a tuna net
Jan 1970 time: 05:14
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quote: Originally posted by Solver
However, I believe that the technological process will enable us to re-create the resources, without having to build bases on, say, Moon, to get iron. |
We won't run out of resources of things like iron, aluminium (etc..) we just won't have them in an easily accessible fashion. Basically we will have to recycle. This will happen when recycling all the old junk like cans, cars, (etc) becomes cheaper than (or less expensive) than mining scarce ores.
And as you say, technology will allow us to synthesise fuels, materials (etc...)
In conclusion, tile resources may deplete, but the ability to produce resources through things like recycling should not.
Lots of etcs there. 
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Jon Miller
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how about the fact that increased science allow snew sources of the resources
such as when Iron was first used, only a few people had it because you had to get it from meteorites and the like (where it was easily getable out of the soil)
this made the Hitites king i n th middle east
when their pile started going out and others began getting iron their power fell
Jon Miller
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Sabre2th
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quote: Originally posted by Big Crunch
You shouldn't really find a resource until your civ knows that it is going to need it and so actively looks for it. |
I'm pretty sure this is the case already.
i.e. You can't see uranium until you discover fission.
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