Strategic Stockpiles, manufactured goods

Neomega

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Feb 9, 2002
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I'd like stacks of icons, and having a unit (or building) cost one resource "token".

You have two oil resources in your trade network, that means you can build 2 oil requiring units, or buildings. Stacking up worthless spice? Trade 200 for 100 iron.

Oil and iron? Make an automobile, with an auto plant small wonder, and trade autos for computers....

I wouldn't be sad to see the entire "gold point" system scrapped for a much more realistic world trade resource barter system.

Computers will be able to crunch better by the time civ 4 is out. Maybe every tile could have a resource.

I'd like to also have icon stockpiles, so I could visit my trade advisor, meet the minister of strategic reserves serving under the secretary of trade, and gaze at my barrels of oil, trainloads of coal, and gotta get more steel mills....
 
I feel you're on the right track, Neomega, but would like to see it more....well, abstract!

In my economic system, it is possible to convert both food and shields, at either a 1to1 or 2to1 ratio, into what I call 'processed' or 'consumer' goods. These items create greater income for the city, and increase happiness, but at the cost of that city's capacity to build improvements/units and its growth potential (i.e. food and production shields converted to consumables can't be used for their 'normal' purposes!)
I also want to see a trade in both shields and food-within your empire and between civs. In this context, consumables earn you more money, from this trade, than base commodities-like the difference between selling someone steel ('normal' shields) versus selling them cars ('consumable' shields)
Anyway, if you want to read more about this, have a look at Trade-Perors UET thread!

Yours,
Aussie_Lurker.
 
Oil and iron? Make an automobile, with an auto plant small wonder, and trade autos for computers....
TERRIFIC!!! All this combined with trading military units(see trading military units) and techs will make really great world economy and trade!
It would be even greater if there is a world market were you can offer your goods.When you go to that market you will see what is offered at what price and get the cheapest offer. There may be also a feature where you can say that you don't want to sell your goods to a certain civ.
 
I'd like to see a set amount of say oil in one field say you have oil on your territory and it starts with say a 1000 units of oil, units therefore would use say like two units of one resource and one of another. your resources run out depending on where you spend them.
 
The UET suggests similar but more generalized ideas concerning the trading of manufactured goods and resources, besides a wealth of other features (all intertwined and integrated into one giant framework of a system!). The link to that thread is in my signature, if you are interested.

Anyway, a production and commodity-based economy, as suggested in this thread, would allow more rewarding world trade and richer interaction between civs, likely lending more interest and vitality to the later stages of the game, when many complain of continuing the same strategies but simply on a larger scale.
 
A manufactured good can be used to improve your cities (if you make a television, happiness increases, a car would increase road movement for workers). If you have a monopoly on a good, you can set any price, but if there's competition, you would try to find a way to sell more with the largest profit.
 
This is a great idea. Maybe you could even find a way to simulate cheap labor in some countries allowing them to convert shields into goods more efficiently, but maybe with worse quality.
 
I like the idea, perhaps there could be some adjustements too make it more fun to play, but one thing that HAS to go is the all-or-nothing way of resources in civ! :)
 
I'm all for this idea in one way shape or form. I'm not sure how much to replace gold or how resources are even tapped... but if you could have a reserve of oil, as well as a steady but finite supply being added to that reserve, it means more interesting trade, more interesting armies, more interesting diplomacy, more interesting wars...
 
Yes, yes, yes! This is exactly what I'd like to see in the game. It reminds me of Colonization, the old DOS game by Sid, I loved that games economic model and wondered why it was never again seen in any of his games, that I've ever played anyway. Just like in that game I'd like to see the population on the map screen producing raw materials (no more shields) and then using buildings built by a city to change those raw materials into whatever is needed. For example hills can be mined to produce ore which then in the city is used to make goods like swords, tools, muskets, and even needed to make certain building structures. The excess can then be sold to another civ which doesn't have a lot of iron (maybe their boarders have few hills to produce it). Other resources would be wood, aluminum, oil, ect.... all needed to produce stuff in a city.

This would also work for other civ needs (like food and clothing) and for luxuries (find furs and make them into fur coats, have your population have a set demand for this so the stockpiles always subtract and so you need to keep producing the coats to keep them happy. Sell the surplus for a profit.

One point I'd like to make with this which I hope isn't too off topic but like in Colonization I'd like to produce weapons (NOT UNITS) to make armies. Instead of making a spearman you make spears and then if you need a spearman unit you just assign one of your population points to become an instant unit. If you want a good spearman you have to assign a population point to a barracks to be trained as a spearman for like 5 turns or whatever, before you assign it. For this to work good they might have to inflate the population points (in other words instead of a small city being size 6 it might be size 30 or something).
 
hmmm how about being able to invest in a world wide stock exchange market. buying sheres of gold oil and so on... Selling loads of oil may cause the value of the oil fall and cause your economy to fall down hard. Being able to offer trade agreement, monopolies and kartles will make the game much more realstic. causing certian powers to trade embargo or put sunctions on a certian power, not supplying her oil or demanding *2 of the price would make the economy much more realstic. Powers that will indule clever economy invest according to the tech tree and their suspection to coming wars will gain loads of money. this will take the game one level up, causing wars for breaking monopolies or to force another power to sell all her stocks of oil or iron or whatever..... :D

Edited- Ah, building many troops depeneded on certian resources may cause their value to shoot up
 
what about trading food eg grain?
 
slyda said:
what about trading food eg grain?

of course, food, stone, aluminum, gold, oil....

I mean not too many resources, enough to keep the system fairly simple, like maybe 5 resources an era.
 
NO i hate resource stockpiles

the reason civ franchise is succesful is cause its different evry rts has resource stockpiles- civilizaiton has more creative ways of dealing with resources (sheilds food commerce)
 
Graadiapolistan said:
NO i hate resource stockpiles

the reason civ franchise is succesful is cause its different evry rts has resource stockpiles- civilizaiton has more creative ways of dealing with resources (sheilds food commerce)

Total Annihilation only used Metal and Energy. In fact Civ has more "resources" counting trade, shields and food. Many RTS's only have one.

Civ isn't an RTS anyways. RTS's resources have to be simple, because time is so precious.

Civ is a TBS, and it's only fun is not in it's conflict, (like most RTS's) there is also a great deal of fun in building, trading and diplomacy.
 
My point was civ isn't an rts, therefore shouldn't have stockpiling resource like an rts
 
How can you hate resource stockpiles in a TBS? What TBS have you played that has them? (besides civ and it's shields, food and gold?)

Honestly, I dont think your first post had much of a logical point at all.
 
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