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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:12
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Yes this has already been suggested. Infact, a couple of weeks ago there was a rather large discussion on a topic similar to this.
PS. How does someone that "never" posts here, become a Prince (462 posts)? Do you mean you post exclusively in the other forums?
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Give me Liberty, or give me death!
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You should come post there more often. 
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optimus2861
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Halifax, NS
Nov 2000 time: 01:12
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quote:

Originally posted by raingoon on 03-13-2001 02:29 PM
That said, it HAS been suggested by us that resources remain undetected until you've discovered the technology to use them. Wouldn't that solve your play balance problem in the above scenario?
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I don't see how. Consider: I and a neighbouring AI-civ are running neck-and-neck when I/he discovers the tech for seeing oil. All the little oil blobs pop up on the map, and lo and behold, he got way more of them than I did! He's now able to field a massive modern army that I can't hope to compete against *, and the game is swept out from under me by essentially a random event. I don't know about you, but I can't think of anything more aggrivating than to play a very strong game, reach a certain point in time, then whammo! I'm screwed and couldn't do anything about it.
* - if the resources are required to construct units, as suggested in this and another thread.
A need-based resource model, combined with AI diplomacy similar to what we've seen in Civ,Civ2,SMAC,CTP - increasing hostility with increasing human power - is a recipe for disaster, IMO. Bonuses/penalties are more appropriate - i.e. with oil, your tank units move 3 squares, without, they can only move 2 or take 20 more shields. That way, if I don't have oil, I'm at a disadvantage, but not helpless. Realistic? No, but what's that acronym? CIRRIC? I think I'll invoke it .
(Now, if you're going to remove conquer-the-world from victory conditions and do a vast overhaul of AI diplomacy to correspond with that, maybe then a need-based system could be implemented...)
- Ian Merrithew
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