Here's how it works:
- Resources function just as they do in Civ3 (i.e. resource must be connected by Road or Sea/Air-based trade route).
- Resources are quantitative (i.e. get used up).
- Resources are collected/consumed per turn (units of resource).
- Total number of resources are stored in 'treasury' just like currency (gold).
- When a resource is depleted, it disappears.
- Modifiers: tech level, government form.
- When city taken, percentage of resources are also plundered (just like gold in Civ3).
- An individual item in the city build queue may require a definite number of units of a specific resource. If requirement is not met, construction will not initiate. (Resources are consumed next turn.)
My additions:
- Some units/Buildings consume resources per turn (in the case of units, double when outside frindly territory); number of units of resource consumed per turn varies with item.
- If there are not enough units of particular resource to cover all units/buildings, highest consumption (?) items lose 50% movement and combat values (units)--due to low supplies--or simply cease to function (buildings).
- Storage Depot (?) improvement allows a city to function as though it were still connected to the required resource for x number of turns (i.e. items can still be built and buildings continue to function).
- Units in friendly territory that does not contain at least one city connected to required resource will suffer effects of resource depletion.
- Units outside of friendly/allied territory suffer same effects of resource depletion. (Ally's capital must be connected to your capital in order to negate the effect.)
- 'Support Tactics' tech allows units to operate outside of friendly territory without suffering ill-effects.
This may seem complex, but its not. Its just a slightly more sophisticated version of what you see in Civ3. (My additions are not required for the first part to work--they are meant to stimulate resource dependence even after an item has been built (especially in the case of buildings) and to use a VERY simple method of simulating logistics, keeping with Civ's simple mechanics.)
I've tried to deal with any exploits but this is a relatively simple example meant only to define what the average sees and not what a pro sees.
- Resources function just as they do in Civ3 (i.e. resource must be connected by Road or Sea/Air-based trade route).
- Resources are quantitative (i.e. get used up).
- Resources are collected/consumed per turn (units of resource).
- Total number of resources are stored in 'treasury' just like currency (gold).
- When a resource is depleted, it disappears.
- Modifiers: tech level, government form.
- When city taken, percentage of resources are also plundered (just like gold in Civ3).
- An individual item in the city build queue may require a definite number of units of a specific resource. If requirement is not met, construction will not initiate. (Resources are consumed next turn.)
My additions:
- Some units/Buildings consume resources per turn (in the case of units, double when outside frindly territory); number of units of resource consumed per turn varies with item.
- If there are not enough units of particular resource to cover all units/buildings, highest consumption (?) items lose 50% movement and combat values (units)--due to low supplies--or simply cease to function (buildings).
- Storage Depot (?) improvement allows a city to function as though it were still connected to the required resource for x number of turns (i.e. items can still be built and buildings continue to function).
- Units in friendly territory that does not contain at least one city connected to required resource will suffer effects of resource depletion.
- Units outside of friendly/allied territory suffer same effects of resource depletion. (Ally's capital must be connected to your capital in order to negate the effect.)
- 'Support Tactics' tech allows units to operate outside of friendly territory without suffering ill-effects.
This may seem complex, but its not. Its just a slightly more sophisticated version of what you see in Civ3. (My additions are not required for the first part to work--they are meant to stimulate resource dependence even after an item has been built (especially in the case of buildings) and to use a VERY simple method of simulating logistics, keeping with Civ's simple mechanics.)
I've tried to deal with any exploits but this is a relatively simple example meant only to define what the average sees and not what a pro sees.