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It is still uncertain if resources can be stockpiled, or if it is a case of "you either have it or you don't".
I hope that they will be stockpiled in the manner that if you have 3 oil resources under control, you will be able to build up to 3 "oil-using" units each turn. Unused resources would then be lost. Thus if two nations are at war, one has access to 4 oil the other only 2, one would be able to outbuild the other 2 to 1. I know this is simplified, but I don't think firaxis is going to implement anything more complex. (It would be great is oil actually accumulated over time, thus allowing real stockpiles... you could then have diffrent units use diffrent amounts (i.e., Mech Inf.=1, Tank=2, Battleship=5, etc.)
There was a thread here about more detailed resource usage, but it seemed to die after firaxis made "their resource" announcement.
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King Richard
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Oslo, Norway
Apr 2001 time: 06:12
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quote:

Originally posted by Trachmir on 04-13-2001 06:36 PM
It is still uncertain if resources can be stockpiled, or if it is a case of "you either have it or you don't".
I hope that they will be stockpiled in the manner that if you have 3 oil resources under control, you will be able to build up to 3 "oil-using" units each turn. Unused resources would then be lost. Thus if two nations are at war, one has access to 4 oil the other only 2, one would be able to outbuild the other 2 to 1. I know this is simplified, but I don't think firaxis is going to implement anything more complex. (It would be great is oil actually accumulated over time, thus allowing real stockpiles... you could then have diffrent units use diffrent amounts (i.e., Mech Inf.=1, Tank=2, Battleship=5, etc.)
There was a thread here about more detailed resource usage, but it seemed to die after firaxis made "their resource" announcement.
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I hope this will work out like in SMAC (resources run out, and new ones turn up). If oil has a limitation like you're suggesting, nobody is going to sell it! (unless you earn a hell of a lot of cash...) Perhaps if you can't choose if you want to sell or not, that it happenes automatically?
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Maccabee2
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quote:

Originally posted by cyclotron7 on 04-13-2001 10:54 PM
If you ask me, stockpiling is too much work and would make the player work instead of play. Too much complexity and realism is definitly a bad thing. But that's just my opinion... Whether you like it or not, the future doesn't look very promising for stockpiling.
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Cyclo, if you're right, 'twould be a pity. IMHO, stockpiling doesn't have to be work. Whatever you don't use each turn is automatically tabulated in the resource window that tracks how much you have of each item. One nice thing about CTP (I'm surprised, I found something good about CTP) was the screen for each city that reflected how much food you have stockpiled for that city. Civ3 could have one simple screen that tracks all the commodities/resources for the entire civ. If it doesn't interest a player, he doesn't have to look at it. Nothing bad happens if you ignore it, you just can't build certain units if you run out, that is, if it's a unit-critical resource (like copper, iron, oil, uranium, maybe.)
Anyways, can't wait to find out. Wait, this reminds me of feelings I haven't had in a long time...sleepless anticipation...like waiting for Christmas morning. That's it! Sid Meier is really Santa Claus! That's why he's so good at this!
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tniem
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Hope College
Apr 2000 time: 00:12
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I certainly hope that if multiple commodities/resources/etc in Civ III are needed to build units and buildings, that Firaxis will design an engine that does most of it automatically. The micromanaging necessary to finding a good price for wood and then getting enough to buy a ship just seems like to much for me. Good luck to those designing this part of the game.
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dognheat
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Los Angeles, CA, USA
Apr 2001 time: 05:12
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I want to be forced to have to build 3 caravans for each city and sneak them across vast distances, often behind enemy lines with 6 rival civs looking for anything of mine to blow up. LOL !!!
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*PLOP*
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hoppy39000
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lighthouse pt, fl, usa
Feb 2001 time: 05:12
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I Agree I Love building Caravans and "escorting" them across the map is alot of fun and allows you to base a civ on economy more than military BUT I would like to see a way to automatically set destinations... not to say they would reach there undisturbed..would still like to see its progress and or a way for transports to auto pick up caravans...then go to specific locations...also in civ2 is very difficult to determine trade cities where demand is ie a long process to see list...with was option to set as the caravan destination...I remember 1 of Sid early games, colinization..which had better trade features....also like the ideas of resourse more tied to land around cities and monopolies... and ability to build units but I think drugs as a commodity is far too difficult to factor into an AI as drug trade can be Either negative as in illegal drugs, or positive as medications and hospital supplies...
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