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candybo
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I've always thought the "city-produced" resource was a good idea. The best example I have is from the classic "Capitalization": Factory 1 (Washington) has petroleum, builds refinery/processing plant, producing petrochemicals, i.e. plastics. Taking that plastic, factory 2 (New York) builds something else, (SS Parts, Supercomputers?), and so on....
Could make inter-city trade within your Civ more interesting, no?
edited for addition
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Bleyn
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That has potential. Though, I must say, I would prefer it to be a setup where you merely require possesion of the resources and not close proximity to each other.
I understand why they limited Iron Works the way they did. Could have potential to be very unbalancing if you could pick exactly where to plant it, and be sure of having it in almost every game.
But for a resource converter, requiring proximity to one resource would be fine, but please not two.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:21
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One thing I really learned during so many years babbling about Civ "wish list" is that you can always find a single game that did a better implementation of a single game concept: a better trade system or a better combat system, a better diplomacy model or a better research system, a better graphic or a better building model, a better population model or a better random event management.
The key, IMHO, is that you can't build a game that fit every taste in a viable gameplay, a realistic time effort and a learning curve not so stepped to need an alpinistic player effort 
OR is the keyword. Chose a game trait and focus your game mostly there.
When you try to manage 6000+ years of history you must manage so many things that usually you'll need many dedicated and detailed different games! Please look at my signature to have a feel about my Civ game opinion.
In this thread your focus is on trading and producing, but how about exploring, fighting, discovering, expanding, have diplomatic agreement... and so on?
Not mentioning a cluster of different game to suit every different taste, the Civ Dream Game should be a game "skeleton", a main structure with a general AI to support modular expansion that Firaxis or authorized developers (maybe advanced modder, too) would sell as separate parts.
On a common background (you must have some limit, you know ), every player should chose and fit detailed or general module, everyone with a dedicated AI part to manage the related game rules.
An example, thinking about an Object Oriented model (not exactly, but you get the idea):
General Civ skeleton, with main game interface
Main Map generator (world appearance, define type of supported map, define a Terrain related victory - as global dominance)
Basic Resource module (layer to add production effects on the main map)
Basic tech module (a simple research tree, it also define a Tech related victory, if allowed)
Advanced tech module (a complex, multipath tech tree: inherit the Tech basic victory adding detailed condition)
Basic combat module (a fight with simple rules, resolved at high level as Civ currently do; it also define the basic Combat victory as total conquer)
Advanced combat module (a tactical detailed zoom, with formation support, advanced stack etc.)
Every time you can chose a basic module for every aspect (trade, production, fight, diplomacy, etc.) as the basic game should probably be sold, or detail some part of the game installing (like a plug-in) a different module for your beloved aspect of the game.
Free or bought, you simply take what you want, and advanced fan community or authorized developers could always try to build and develop a different aspect. Firaxis/Infogrames will still gain lot of money selling the basic game and licensing commercial module to others developers: in first person shooters that's already a reality.
Well, time to awake now: the dream must end, before the pratical obstacle and the mess of code interface will change it into a nightmare 
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:21
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Several obvious ways in which you could have this feature, and yet still preserve the importance of natural resources:
1) Most of the improvements or wonders mentioned would be the result of late game techs! Thus, throughout the rest of the game, you'd still need these resources, and Luxuries!
2) Some of the ideas mentioned have the improvement converting a more common resource into a rarer type-eg. coal--->Oil. Therefore, you'd still need to have some source of coal in order for it to work. Other improvements mentioned would need the resource it produces-in order to build it-eg. stables need horses to build but, once built, becomes the prerequisite for future mounted units! Again, though, you need to aquire that resource, at first, or else you're stuffed!
3) These improvements will, by there nature, become targets in any war with another civ! If they are destroyed, then you'd better hope that you have a natural source of the resource produced within your grasp, or else you might be up a certain creek without a you-know-what .
Anyway, that's my thoughts!
Yours,
The_Aussie_Lurker.
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