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quote: Originally posted by shum00
Perhaps in the case of tanks, a lack of oil could mean a loss of an amount of movement points (depending on the total amount, which I'm not sure of), and a lack of iron and rubber could mean slower repair times. I'm not for complete loss of movement or no repair at all, because this could complicate the game too much. |
Unless they (Firaxis) say something otherwise, the resource are for building only nothing else.
If you remember a while back someone said no, repeat no supply lines will be needed.
In Civ 2 if your unit is damage the unit slow down, I would suppect the same in this game.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:15
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quote: Originally posted by isaac brock
Thats stupid. I don't think that that will be a major flaw. If i have to be fueling all my units towards the end of the the game, THAT would be a major flaw. You had to have all those resources to build a friggin unit, but you couldn't wage war on, say, the persians because you needed their oil to maintain the units that you needed to wage war on the persians. |
Let's put it the other way and you'll see why I think it can be a major flaw.
Imagine that your great enemies, the Germans, have no access to oil but have been trading it with other civs and thus have managed to build 100 tanks so far.
Then, by diplomatic negotiations, you call for an oil embargo against the Germans and they no longer are supplied with oil. Now what? The Germans will not be able to build new tanks but they'll still be able to use against you those 100 tanks they already had. So the embargo wasn't a very powerful measure, was it?
IMO, units needing fueling every turn could add a lot of fun, especially to the diplomatic area of the game. Since we now have resources, let's make them something more than a decorative feature.
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Lung
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of my princess Anastasia!
Mar 1999 time: 15:15
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quote: Originally posted by Fiera
IMO, units needing fueling every turn could add a lot of fun, especially to the diplomatic area of the game. Since we now have resources, let's make them something more than a decorative feature. |
This is the problem with making everything "real". If you can simply stop Germany and their 100 tanks from attacking you by a simple trade embargo, then you have you provide real alternatives as well. Sure, in reality you can create an embargo to stop resources going to a particular country, but in the real world, you can also look elsewhere for your resource. That means having 300-odd countries from which to seek your oil. In Civ3 you will conceivably have only 3 civs in total. If you want "realism", then Civ3 must have 300-odd civs. This is ridiculous, and we already know it won't happen. Also, to build tanks in the first place, you would need to have more resources than simply iron and oil.
If you want Civ3 to be realistic, you now also need hundeds (more likely thousands) of resource types available from thousands of locations. It just gets more and more ridiculous.
Simply put, i read somewhere once that if you want a map to contain all the information that there actually is, i.e. everything , then the map itself would be the size of the area being mapped. The point is, is that a map is a representation of the area being mapped, the same way in that Civ3 is representative of the history of civilisation. Trying to make everything "real" is simply opening up a can of worms. Civ3 would just become as tedious as real life To make matters worse, it would take 6000 years to play!!
Now shut up and let Lung roll infinite armies over whomever i please, whenever i please 
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:15
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If tanks could be powered by pee, what an interesting world that would be! They would sell it at the gas station along with unleaded and superunleaded. You wouldn't know what the P in BP stood for anymore! Tanks use so much fuel they use gallons per mile as a measure, not miles per gallon, so the tank crew would need to take a whiz about every 5 minutes for the tank to roll forward a few more feet!
He probably got that from the fact that you can pee into your car's tank (or put in other liquids) when you've run out of gas, to get you to the station. But that's just cos the liquid will raise the vestige of oil at the very bottom of the tank high enough so the car can use it. Its a one time thing only.
The issue of resources running out only really makes sense with Oil, Coal and Saltpetre (for gunpowder). For the rest of the resources, the vast majority of the resource went into the making of the thing, not the running of it. I imagine Firaxis will be wise and keep things simple.
But the question does raise interesting issues. What DOES happen when you have two Irons, one for building, one for trading, and you lose one? Or you have two for trading and you lose one, which trade route gets cut off? Perhaps you'll always be promted to choose.
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Urban Ranger
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Apolyton Duke of Off-Topic
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I agree it doesn't have to be complete realism. If that's what we want we wouldn't be playing Civ 
If handled properly restrictions on resources will add extra dimensions to diplomacy and strategy without bogging the game down. For example, in the case of oil, make it that every country has a 3 turn strategic reserve. When your civ gets cut off, you have 3 turn to re-establish supply or face the consequences 
Harlan,
"What DOES happen when you have two Irons, one for building, one for trading, and you lose one? Or you have two for trading and you lose one, which trade route gets cut off? Perhaps you'll always be promted to choose."
I'm all for promting the player. Lets suppose that in this case too there's a 3-turn grace period. So if the player chooses "trade" all units requiring iron that will be completed within the next 3-turns can be completed, after that they will be halted, until supply resumes.
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