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squid
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correlary:
having traded a resource to the French, say for 2 gold/turn, does that deny you access to the same resource if you do not have two of them?
and if the French were paying for a resource and then find some of their own, how would they end the payments?
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:15
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quote: Originally posted by Falconius
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Does having access to one particular resource give you the ability to produce as many units (that require that resource) as you want?
For example, I control an iron mine. Does that mean I can build all the ironclads I need?
If this is true, it would seem to negate the whole point (as I undertsand the point, anyway) of having resources in the first place. I was hoping for something more realistic, like one source allowing you to build a certain number (of that unit type) each turn, maybe not just one but say ten or so.
Does anyone have any confirmation on this? Any screenshots or other info that tell it like it is? |
One occurance of each required resource, either by resource or trade, is required to INITIATE the construction of something, by as many connected cities as you want. Or it provides the luxuries to as many cities as are connected, etc. Duplicates may be used to trade with others (1 per trading partner).
It might be a good idea to have reserves, in case you lose one due to loss of resource, communications route (road etc.) or trade disruption -- or they just get DEPLETED.
Sorry, it's been awhile since I 'learned' this. Don't have the sources.
This is just going to be a lot more realistic than what we had before.
If you are producing with one, trading with another, and you lose access to one, do you lose the production capacity or the trade, and what are the consequences of losing the trade???
In other words, this is going to be a blast! 
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Akron
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Yes, one resource allows you to build all the units you want that require that particular resource. Having a limit would just add unneeded complexity to the game. As for the strategy around resources, it appears that you won't be able to get all the resources from your own territory, so you'll have to trade for some.
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Akron
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My guess is that resources will deplete randomly. That was how it was handled in SMAC.
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Akron
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quote: Originally posted by Falconius
So you couldn't build an infinite amount of Ironclads just because you had one iron mine. Each Ironclad required a unit of Iron to build it. This made it more imperative for you to find as many sources of iron (and the other resources) as possible. But you could also increase your output per mine with certain improvements & upgrades.
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In civ 3 it will be imperative to secure as many sources of iron as possible, since you can prevent enemies from getting them and trade them away to civs you can trust for money or other resources. I don't see how adding a limit will increase the fun. It will just increase the complexity. I don't feel that the resource model needs to be over emphasized, as it already adds a lot of strategy as it is, without unneeded complexity.
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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quote: Originally posted by ixnay37
I would like to see them be depleted based on usage; so that the peaceful civs who don't build lots of units can keep their resources longer and trade them. |
This is how they are implemented.
This is how Dan Magaha explained it on my thread "Whats with these 'colonies'" a couple months ago. We liked the idea, and there has been no indicator of change since then, so I assume that this is still how they are implemented.
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