View Full Version : Quantitative Resources


Nyvin
Jul 11, 2005, 02:56 PM
I just want one thing to be added to Civ IV for sure...the simple idea of having the resources being quantitative rather then just simply 'existing'.

In civ III if you have just 'one iron' you can supply your entire empire with iron from that one supply. I don't think that's relalistic first of all, and also it's unbalanced since the one with the 'one iron' (using iron as an example, you could say spicies or wines or horses, or whatever) has a total advantage over the one who has nothing.

If you had it so that it's quantitative, you could make it so you could sell 'some' resource, and also it would make it so that the supplies could be set to be reasonalby exhaustable. You'd maybe need like 10 iron to build a swordman, and 200 for a factory. Maybe you could have 'some' iron, but not enough, so you have to buy from a supplier. It's much more relalistic with the real world, and adds a ton of dynamic to the trading aspect of Civ. There would actually be a true reason to develop a monopoly on certain resources like there is in the real world. :-P

I just think this would be the greatest improvement possible from Civ III to Civ IV of anything.

I'm new to this forum, and this is my first thread btw....yahoo! hehe.

peanut35
Jul 11, 2005, 03:04 PM
welcome, and good idea. putting values on each build option, whether building or unit, would be very neat, cause it would add a dynamic in should i build the factory or 20 swordsmen....i like it.

again, welcome to the party [party] [party] [party]

Timeeee4
Jul 11, 2005, 03:37 PM
Check this thread out for discussion of this topic (might need to skip the first page). :goodjob:

http://forums.civfanatics.com/showthread.php?t=122687

Nyvin
Jul 11, 2005, 09:34 PM
I guess that stuff is something like what i'm talking about. But it's more then jsut depletion though. It'd be more like say each turn for the 'luxury' to make citizens happy you'd need 1 wine...and say that a certain wine resource on the map provides 8 wines per turn. This way you could stock up (or run out) of wines as the game goes.

And lots of other stuff, even with all the new worker action their adding, it could still be part of the game. In fact the worker actions could help the resource by producing 'more' resource. Like adding a mine makes more iron per turn. Also pollution could destroy the production of the resource...if they decide to have pollution.

Timeeee4
Jul 12, 2005, 10:22 AM
I guess that stuff is something like what i'm talking about. But it's more then jsut depletion though. It'd be more like say each turn for the 'luxury' to make citizens happy you'd need 1 wine...and say that a certain wine resource on the map provides 8 wines per turn. This way you could stock up (or run out) of wines as the game goes.

And lots of other stuff, even with all the new worker action their adding, it could still be part of the game. In fact the worker actions could help the resource by producing 'more' resource. Like adding a mine makes more iron per turn. Also pollution could destroy the production of the resource...if they decide to have pollution.
Go down to the middle of the second page(my first post on the page and beyond) where I/we say the exact same thing.

Nyvin
Jul 12, 2005, 02:55 PM
well, it is a pretty simple idea, i wonder why they havn't taken anything simular up in any of the games?

apatheist
Jul 13, 2005, 11:17 AM
Maybe they tried it out and it was tedious. Or maybe they were changing enough other things that they didn't want to add yet another difference. Or maybe that made it feel too much like an RTS. I like the idea, but I grant that there are many reasons they might pass on it.