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Patroklos
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Back home in good ole Norfolk VA
Dec 2001 time: 05:23
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Hey Everyone,
Once again a topic that has probobly come up, but one that I will discuss because I haven't seen it and don't feel like rumaging through months of threads to avoid pissing off an "old hand" at the forum.
While I do like think the Civ III resource system is superior to older ones, I find one problem with it. every source of a resouce gives you an infinate amount. If I have one oil tile, it is just as good as having fifty. Basically the only advantage of having a resouce in multiole locations is that you can keep an enemy from taking away your only source.
I think, however, that a resouces location should only be able to support so many units. This makes trade a much more important component of the game. If a single oil tile can only support lets say 25 oil using units, then a major power would have to trade for more oil to expand it's military. This would also make civs that happen to have multipe sources of a resource make a killing on the market, which is also true to real life. Also, it would make the first/thrid world relationship in the game more realistic, with weak civs selling the resources it doesn't need off to the powers that can actually use them.
What do you all think?
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JohnM2433
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Milwaukee, Wisconsin
Jul 2002 time: 21:23
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I personally liked the system Colonization used. Harvesting resources, turning them into goods, using them, and moving them around were all things the player was actively engaged in, rather than being abstracted away. The whole game was pretty much based on trade and resource management. Civ III, on the other hand, is pretty much based on war. That's not to say that both weren't important aspects of both games, but the emphasis was different.
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Ethelred
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Uranium depletes FAST. I like to connect only uranium tile a time because of this. Of course that means the workers can't be automated like I have been doing lately however lately I have been warmongering and ending the game about the same time as I get uranium.
If going the builder route however I don't have a so many workers and running them manually isn't so bad since by then they are mostly sitting around waiting to take care of pollution. So as a builder I would pillage the roads on extra uranium and even park some workers on the space so if the connected tile depleted I could immediatly reconnect with the workers allready in place.
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Ethelred
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I don't normaly make nukes. Made a couple after the AI did but I have never launched one. I have started a nuke as a placeholder for the Party Lounge SS module. You need uranium to start nuclear power plants but not to run them. One of the SS modules needs uranium. I have even had all my uranium disconnected a upon occasion when I didn't need any till the SS module came up.
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