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vee4473
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New Jersey
Feb 2000 time: 00:25
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The following scenario happens more often than I would like, and it's the reason that I hate the inclusion of startegic resources in Civ3, even though I like the concept:
There have been many times when I play a game and there is no oil or aluminum etc... in my territory that I need in order to build certain units.
Now, they are randomly scattered on the map and other civs may have double or triple of a resource, but many times they only link ONE to their empire! Via road or rail...you know.
Now, that means I am effectively cut off from that resource because even though let's say the Germans have 2 oil tiles, they only link one, so I can't even ask to trade oil with them, because they have no surplus.
So many times I have wanted a resource that I don't have access to, and I notice another civ has the resource just hangin' in the breeze.
I sit there saying to myself, "am i supposed to just let the turns pass until they decide to build a road on that oil tile so I can ask them for an oil trade? Or must I go to war for it?
Perhaps a patch that makes strategic resources available to an empire if the resource is within their boundaries is in order. (instead of having to actually have a road on it.)
I think this is a good way to make the random access to strategic resources more of a viable game play mechanic.
Because it will always give you a diplomatic option to obtain the needed resource.
As it is now, you have to hope that all the civs build roads on all their startegic resource tiles, otherwise you are cut off and have no choice but to either wait or go to war, or decide to live without the resource.
This is the single biggest factor that makes me dislike civ3, and get tired of playing it.
I have since made a custom game of civ3 where resources are more prevalent and do not expire to combat this.
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Catt
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California - SF Bay Area
May 2002 time: 21:25
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I actually very much like the concept of strategic resources and the way they are implemented in the game -- but I may be well out of the mainstream, because I don't even like the suggestions of many posters that resources should be of defined quality and should deplete with absolute predictability instead of randomly.
But I understand your frustration.
quote: Originally posted by vee4473
There have been many times when I play a game and there is no oil or aluminum etc... in my territory that I need in order to build certain units.
Now, they are randomly scattered on the map and other civs may have double or triple of a resource, but many times they only link ONE to their empire! Via road or rail...you know. |
I usually only see this with extra luxuries, and then only in the very early game. In my experience, by the time of oil and certainly by aluminum, the AI has usually RR'd all territory (at least that which it hasn't recently acquired after bombardment of terrain improvements ).
quote: So many times I have wanted a resource that I don't have access to, and I notice another civ has the resource just hangin' in the breeze.
I sit there saying to myself, "am i supposed to just let the turns pass until they decide to build a road on that oil tile so I can ask them for an oil trade? Or must I go to war for it?
[. . . ]
Because it will always give you a diplomatic option to obtain the needed resource.
As it is now, you have to hope that all the civs build roads on all their startegic resource tiles, otherwise you are cut off and have no choice but to either wait or go to war, or decide to live without the resource.
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May I suggest that there is already a diplomatic option? Offer a Right of Passage Agreement, and then send some of your workers to connect the resource to their trade network. Then propose a trade.
Catt 
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theNiceOne
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I will add to the voices that enjoy this feature. The few times I noticed that I lacked oil or rubber has changed those games into a lot more challenging and interesting games.
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vee4473
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New Jersey
Feb 2000 time: 00:25
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quote: Originally posted by Catt
I actually very much like the concept of strategic resources and the way they are implemented in the game -- but I may be well out of the mainstream, because I don't even like the suggestions of many posters that resources should be of defined quality and should deplete with absolute predictability instead of randomly.
But I understand your frustration.
I usually only see this with extra luxuries, and then only in the very early game. In my experience, by the time of oil and certainly by aluminum, the AI has usually RR'd all territory (at least that which it hasn't recently acquired after bombardment of terrain improvements ).
May I suggest that there is already a diplomatic option? Offer a Right of Passage Agreement, and then send some of your workers to connect the resource to their trade network. Then propose a trade.
Catt |
you give a good option Catt, but I have always had a problem with right of passage, i hate giving any ai civ the right to go where they please in my territory, but of course that means i go where i please in theirs.
Bluefrog:
maybe I didn't uns\derstand your post, but having the resource automatically available if it's in your borders doesn't mean you have to use it to upgrade. Just like if you have a road on the square...you don't have to upgrade, it's an option.
if you want to upgrade, fine, if not, then fine.
i may be wrong here. maybe it's more of a realistic simulation to have other civs with the resource in their territory, but if they don't connect to it, then it isn't available to anyone.
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Bluefrog
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Just east of nowhere.
Dec 2001 time: 00:25
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vee, building obsolete units may seem a little backward, but there are advantages. Chiefly, it allows your border cities to be more of an active part of your empire in the early game, where 10 shields for a warrior isn't a huge investment, but 30 shields for a swordsman would take a prohibitively long time. In addition, gold in this game is a fluid commodity, in that all gold produced, outside of corruption and science, is put in a treasury that can be used in any city. Shields cannot do this.
So, while a city may not be able to produce swordsmen effectively, it could produce warriors with the intention of upgrading them through gold collected from the entire empire, once you decide to hook up the iron.
Some may consider this an exploit, because the AI would never think outside the box, as it were, and do this itself.
On occassion, yes, I prefer to build older units, then upgrade them. But, having the entire list of obsolete units in the build list would not only be cumbersome, but it would be highly, highly exploitable.
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Bluefrog
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Just east of nowhere.
Dec 2001 time: 00:25
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Actually, badams52, that logic is slightly flawed. Modern Armor doesn't require any more resources than tanks to build...it's just an advance in technology, more advanced methods of using what you have. Most upgrade paths are like that (chariots-horsemen, archers-longbowmen, et al.)
You can train people to fight, though, and not have iron available. Once you get iron, you outfit them with swords, shields, and armor, and they are considerably more battle-ready. At the cost of gold, of course. That's not unrealistic.
What is unrealistic, though, is a civilization willingly not mining ores its people could use for other purposes aside from battle, heh. (In fact, it could be argued that Iron should be a prerequisite for most city improvements.)
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