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nato
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West Unite
Aug 2001 time: 00:20
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Here is yet another idea to throw out there, coming from Trip's resource thread...
Because they are all-or-nothing, having 2 or more of the same resource is worthless (if it cannot be traded). Conquering a new source is worthless, and denying an enemy some-but-not-all of his source is worthless. This problem becomes worse as the game goes on and civs are eliminated, but the number of resources does not.
I think some sort of bonus for having multiples of the same resource is needed. This way each new source would have value, instead of just stacking up uselessly.
How about, for every additional tile of a strategic resource beyond the first, that is not traded, you get 10 gold per turn.
(Another idea is units that require that resource to be built cost 10 shields less, but this might be too powerful.)
One problem with this is that it would discourage trading the resource. To fix that, perhaps trading the resource would give you a bonus 5 or 10 gold per turn, in addition to what the other civ is paying. This would represent the increase in commerce and trading that the trade deal is creating.
I feel that the strategic resources are one of Civ3's best features, might as well make the most of it instead of the "yay, yet ANOTHER source of Iron" effect.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:20
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I actually like having multiple strategic resources as they are. The exception of course being horses and rubber, since they don't deplete.
I'd like to still have some iron left when one source depletes right in the middle of my upgrade spree from spearmen to pikemen and horsemen to knights. I'd like to still be able to keep cranking out tanks even when one of my sources of oil depletes.
So to me, having multiple supplies of a single resource is sort of like having a safety net, that prevents me from ending up dry of them when I really need them most.
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nato
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West Unite
Aug 2001 time: 00:20
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I would not mind making "war for resources" more important. Resources are one of the major game features for Civ3 ... they should be very emphasized, I think. Its a lot better than "everyone gets some, so don't worry about it".
About Iron ... I must be playing a different game. Iron, along with Horses, are the two WORST resources if you ask me. There are tons of them! Laying around all over the place! I have never had a game where I didn't have multiple sources of them very early, without trying. They very much might as well not exist for me, they are so automatically acquired.
Also, while it doesn't have to do with resources, I very much agree with Sava that mining, irrigating, and roading comprise too much of the game. If only I could get my idea for zero workers, zero public works accepted...
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nato
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West Unite
Aug 2001 time: 00:20
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You have some good points star mouse; let me reply...
quote: Iron and horses are plentiful so you are likely to have some in the early game before the whole map is covered in cities. Uranium is scarcer, one per civ usually, because by the end game the map is all cities and there's usually one or two dead civs.
Imagine if there was only one iron per civ. To get Iron in the early game, you would often had to build a city or colony waaaaaay over there and connect it to the rest of your empire with a reeeeeealy long road.
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Yes, it has occured to me that iron and horses are super common because they come early in the game.
However, there is one major problem with this logic: the entire world is already colonized very very early in the game! I don't think there would be any major problems getting iron if there was less of it ... actually, shouldn't there be some problems getting it? Doesn't making it easy to get defeat the whole point?
All making them common does is ensure everyone gets one with no trouble. Again, musical chairs with more chairs than people.
quote: Iron and horses are not really that useless. All resources in the game act like bonus resources, with food, shield and/or trade bonuses. I always love having a core city with Iron in its radius because of the production boost the Iron tile gives.
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That is a good point, also something that has occured to me. My first thought was to significantly increase the food/shield/trade bonuses that they give you. This is probably what I will end up doing someday.
However, corruption is a problem. Unless it is in your core cities, all that bonus will just be corrupted to nothing. That is why I think it would be very cool to have some sort of un-corruptable bonus, like say 10 gold per turn, for every extra resource you control. This way iron and horses in some far off area would still be valuable to you.
Like I say, the resources are there and a major part of the game, lets make the very most of them!
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MiloMilo
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I'm not sure there should be less iron or horses... the units they allow are pretty basic, I wouldn't want to totally deny civs the chance to make them... but I would want to make civs work for them. Maybe some amount of clustering would help? As it is, with 12 (or however many) single separate sources of iron for 8 civs, everyone will easily get one. But if they appeared in pairs, suddenly there are only 6 locations for 8 civs... (let's get ready to rumblllle...)
In effect, this would be like decreasing the amount appearing, while increasing the usefulness of each "source" (i.e. you might have one "source" in your borders, but it would give you two tiles to work, use and trade.)
I played a game where only 4 oil sources showed up... and 10 civs were left! My main rival was crashed into the dark ages and gobbled up. It quickly became very boring, and I left it unfinished. Lesson: fewer sources than civs is about as bad as more sources than civs. If those 4 sources provided 8 useable/tradable tiles however... things would have been much more interesting.
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YuMMz
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I would take the extra Iron just for the terrain bonuses. I mined iron/coal hill is very nice for production! Even with corruption the resource should get you at least some improvement. Also has anyone ever gotten coal and iron in the same city and built the iron works? I have played about 15 games and I never get coal and iron in one city radius ;(.... ahh someday.
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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quote: Originally posted by nato
However, there is one major problem with this logic: the entire world is already colonized very very early in the game! |
Depends how early in the game we're talking about. I'm referring to the time when Iron Working and The Wheel are discovered for the first time. It's usual for the map to have plenty of uncolonised squares at that time. Even with plentiful iron and horses, I usually have to stretch to get some quickly.
quote: Originally posted by The Viceroy
I have mod'd the map to be 255x255 for huge, and if you pick just 2-4 civs to play, you get so few resources.. I often never find an Iron source until the modern/industrial era's ..
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I guess that's your punishment for playing on a huge map with few civs. Try increasing the appearance ratio for these resources if you like playing with only a few civs. I prefer fairly standard settings (standard map, 8 civs), so I don't have resource problems. (In my current game, I only occupy 20% of the land but I have 4 Uranium, half the world's supply!)
quote: Originally posted by MiloMilo
I played a game where only 4 oil sources showed up... and 10 civs were left!
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This is a common problem with Warm/Wet maps with the latest patch. If you also make Oil appear in Plains and Jungles, as I have, then every map you make will have ample oil. In general, adjusting the resources so they can appear in a greater variety of terrain will make their appearance more reliable.
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MiloMilo
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Starmouse, the map was wet, though not warm (I like rivers...). I thought more would show up in tundra...
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