As I said, micromanagement is part of the game. As long as it serves a good purpose, there's nothing wrong with having a little more micromanagement. As for the AI, most RTS AIs can handle it well enough (they just suck when it comes to using tactics--an ailment Civ's AI also suffers from). Let me ask you this: do you find using gold (i.e. paying for items, managing income/taxes/luxuries/science/maintenance, using it during diplomacy) to be too much micromanagement? (Really, I don't see why this objection is always so prevalent in this forum.)
AI isn't the most adept at using its gold reserves, and it is not until the late game, and only on Civs on a certain size that they can keep a bank balance of over 1000 gold, and earn the 50 gpt extra income from wall street (assuming they build it). An RTS resource system of the same general idea isn't really going to help the AI manage their stockpiles better, because human players have always had an advantage in stockpiling gold and spending it at the right times, the AI has proven time and again It can't come close. An RTS stockpile system that relies on quantitative stockpiles will at the end of the benefit the human player the most.
Secondly, on the issue of resources, it matters insofar as historically and geopolitically resources have been a major strategic issue. The Civ3 system already captures this. Moving a step further into the realm of quantitative stockpiles would be akin to the million suggestions here which suggets that air, land, sea units be expanded, with the idea as a suggestion for improving Civ but if you really look at it, it is just someone's idea of expanding one element of they game they enjoy the most. Unfortunatelly, Civ isn't a Naval simulator (so out goes the 10 different types of battleships idea) it isn't a city simulator (no plopping buildings) it isn't a land combat simulator (out goes the 20 tanks, 10 mechanized units) and it also isn't an RTS. Believe me, I've played RoN and if that's how Civ plays like as an RTS, I'd be horrified. That game was all tactics, and was about as interesting as WarCraft III in Age of Empire's clothing.
Because Civ covers so much ground, there's always pressure from any number of niche factions within the community to push the game in one direction or another, and I think this is one such case.
I wouldn't grieve if no such stocking system is introduced, but I do believe the most workable alternative or compromise is to keep the simplicity of the resource system by making its quantity infinite during the turn that a player has access to it. However, it can still 'run out' once your run out of turns in your reserves. Naturally, resources in which a player have a native source will never run out, but those they are importing can also last for so many turns until the deal expires, so players can strategically allot turns into its reserves for future use. The advantage is immense, as to the AI its only an ON-OFF switch and it would be much easier for them to plan and decide when to release stored turns by estimating when they will have the most city free to start building the unit. When they release the resource during that turn, all the available cities start building and on the next turn, they cut the resource and keep the remaining turns in their reserves. As opposed to quantitative micromangement, which they suck at doing.
Would have been good for Civ3 but again, I don't see what the advantage is over simply using the RTS system (and you get so much more than storage out of the latter too); a reserve is a reserve regardless of which system you use.
The advantage of the current system over an RTS system is simplicity. Civ isn't a game about resources. RTS games makes resources quantifiable as a means to put a cap on growth and also because that's about as far as the 'economy' of a given faction goes. RTS economies is all about resource gathering. Civ's economy is a lot deeper than that, you have food, shield, and commerce. Resources are there in Civ3 but it doesn't play the central role it does in an RTS game, nor should it. It serves its purpose as an item of strategic importance with which Civilizations go to war for, and that's modeled well already.
don't see why you would question this. Civ3's resource system is certainly not the work of genius but it's probably the most innoivative addition to the Civ franchise. What kind of nutcases would have to be working at Firaxis to even contemplate getting rid of this?
I'm quite sure it will be back in, and I didn't say it was a work of genius, but what I said was, it is the one most important innovation of the Civ canon. Resources were there in 1 and 2 but were mostly tile modifiers and their importance were abstracted too much, in Civ3, their importance was brought forward. I don't think we need to bring them up any further.
Ultimately, my belief is, for a sequel to work, not all elements of the game needs an added layer of complexity. That's what they did with MoO2 and MoO3 and that franchise has seen its decline from the original. I do believe that Firaxis means what they say when they say they want to keep the game as is and make changes not rewrite the entire Civ game mechanics. That may be conservative, but the Civ formula works and there are really far more pressing issues for them to work on. You can have the resource system in the world but if the AI is dumb as a brick and can't use it properly, which was the case in SMAC with all the nice features that the AI can never use, then you might as well not have it. It's an illusion and the people who really care about AI, about the feel of the game will disown Civ4 as a step back.
Yoshi
Why not? In most RTS games, Forests are consumed--as they are in reality I might add. (Far better than getting ambiguous 'shields' that can be used for anything as is the case in Civ3.)
That's the classic RTS system. RoN aka Rise of Nations, a Civ-style RTS game designed by most of the original Civ III Dev team made the decision to have the resources in that game never run out. Their reason was there's a lotof needless micromanagement and they were right.
On a strategic level however, playing RoN is like playing one small part of Civ3, mostly the going to war part. The game is shallow and the epic conquer the world game feels like an outdated board game. I wasn't impressed and I would be very against moving Civ4 in the direction Brain Reynolds (of Civ2 fame) is directing RoN.