Shyrramar
Warlord
EDIT: There is now a summation of the conversation for you new readers, so you don't have to go through all posts in order to get some idea of this. It is located here:
http://forums.civfanatics.com/showthread.php?s=&threadid=84914&perpage=20&pagenumber=3
Somewhere in the end of the page...
I have suggested this before, here: http://forums.civfanatics.com/showthread.php?s=&threadid=74574
The idea is simple: why not make resources handled in quantities rather than units? I dislike the idea that if I don't have oil as a resource I am severely handycapped, as I can't build ANY oil-based units. If I trade oil from the AI, I must pay ridiculous sums and then I can build as many oil-based units as I want. Often have I thought that if I only could buy SOME oil, not all.
This has a potential of being a real spoiler, should it become too complex. Therefore I would suggest keeping it simple. All I am suggesting is that there is more oil-patches scattered around, but they vary in size. If an oil-patch is of a size 50, you could build 50 oil-based units (Or perhaps some units would take 2 oils instead of one?). It could be depleted as before, but then it would disappear completely - no need for gradual emptying as it would become too complex. You could sell, say, 30 of your 120 oil units and keep the 90 for yourself - or you could sell it all if you liked.
This would greatly add to the enjoyment of the game. The missing oil is no catastrophy anymore, as you can relatively easily buy 10 to 30 oil units and make yourself a sufficient tank-army to perhaps invade some more oil-patches.
I would suggest that the amount of oil dictates the maximum number of oil-based units you can have. With 30 oil you can have 30 units. Should five of them be destroyed, you could build five more to replace the destroyed ones. This would keep the system simple and, IMHO, as easy to grasp as the present one - with more realism, of course.
This would also improve trading, as you would want to buy oil even if you already had some and also to invade more oil even though you are filled with it - to trade. Now by owning ten oils is relatively a small benefit when compared to the contrast between zero and one oil!
There have been suggestions that some resources should be used up in making an unit and other should be used to maintain them. For example, a swordman would use up one of your irons and that iron would be lost, but a tank only needs oil to maintain it (to allow it to move) and the oil would return to your reserves when the tank is destroyed. While this would indeed be more realistic, I find it too complex and unnecessary. I think all resources should just dictate the maximum number of possible units. If you want realism, you could of course think that the dead swordsman does not need its sword, so it can be taken back to be used by another unit
One concern that rightly arose from this is what should happen when you have the maximum number of units and your oil-patch is depleted/captured? I think that the solution is simple. The excess units should NOT be disbanded, nor should the movement of such units be restricted (say, you could move only 40 of your 50 tanks in one turn), but I would link this to the overall economy - as the units are even now through maintain-expenses. Having an appropriate number of units would cost you only its normal maintain. Having more than the limit would stress your economy (this could represent smuggling and such - a nation is never completely deprived of something it dearly wants). Lets have an example:
I have 100 oil and 100 tanks. I pay 100gpt for maintain (minus the possible free maintain). Let's say that an oil patch of 40 would be depleted. Thus I would have 60 legal units and 40 excess units. This means that 167% of my units are excess units. Now there are many ways to make the calculations, this is just an example. Let's say that all the excess units 101%-120% (unit numbers 61-72) would cost 2 to maintain instead of one. 121-140 (73-84): 3, 141-160 (85-96): 4, 161-180 (97-100): 5 and so on. This would result in an overall maintain cost of:
60 + 24 + 36 + 48 + 20 = 188gpt. (+88 compared to original)
This would not collapse the economy straight away, but would severely slow you down. Now you could choose to keep those units and either buy more oil or retake the oil-patch, or simply to disband those units that you want.
This would allow for rich nations to decide to have excess units compared to their resources. And even poor nations could hang on for a while with excess units if need be. The penalty could IMO be a bit greater still - the step could be 10% instead of 20%.
All in all, I think this would be simple and interesting. It would allow more strategy concerning the resources and would prevent the game from coming to a dead end due to a missing oil-resource. I would not implement any storages for oil or some such without a careful consideration, as I would not want to build those storages all around and worry about them. Some refineries or other would perhaps be fine, if they would, say, allow you to in effect have 150 oil units while having in reality only 100. Anyway, what do you guys think of this?
http://forums.civfanatics.com/showthread.php?s=&threadid=84914&perpage=20&pagenumber=3
Somewhere in the end of the page...
I have suggested this before, here: http://forums.civfanatics.com/showthread.php?s=&threadid=74574
The idea is simple: why not make resources handled in quantities rather than units? I dislike the idea that if I don't have oil as a resource I am severely handycapped, as I can't build ANY oil-based units. If I trade oil from the AI, I must pay ridiculous sums and then I can build as many oil-based units as I want. Often have I thought that if I only could buy SOME oil, not all.
This has a potential of being a real spoiler, should it become too complex. Therefore I would suggest keeping it simple. All I am suggesting is that there is more oil-patches scattered around, but they vary in size. If an oil-patch is of a size 50, you could build 50 oil-based units (Or perhaps some units would take 2 oils instead of one?). It could be depleted as before, but then it would disappear completely - no need for gradual emptying as it would become too complex. You could sell, say, 30 of your 120 oil units and keep the 90 for yourself - or you could sell it all if you liked.
This would greatly add to the enjoyment of the game. The missing oil is no catastrophy anymore, as you can relatively easily buy 10 to 30 oil units and make yourself a sufficient tank-army to perhaps invade some more oil-patches.
I would suggest that the amount of oil dictates the maximum number of oil-based units you can have. With 30 oil you can have 30 units. Should five of them be destroyed, you could build five more to replace the destroyed ones. This would keep the system simple and, IMHO, as easy to grasp as the present one - with more realism, of course.
This would also improve trading, as you would want to buy oil even if you already had some and also to invade more oil even though you are filled with it - to trade. Now by owning ten oils is relatively a small benefit when compared to the contrast between zero and one oil!
There have been suggestions that some resources should be used up in making an unit and other should be used to maintain them. For example, a swordman would use up one of your irons and that iron would be lost, but a tank only needs oil to maintain it (to allow it to move) and the oil would return to your reserves when the tank is destroyed. While this would indeed be more realistic, I find it too complex and unnecessary. I think all resources should just dictate the maximum number of possible units. If you want realism, you could of course think that the dead swordsman does not need its sword, so it can be taken back to be used by another unit

One concern that rightly arose from this is what should happen when you have the maximum number of units and your oil-patch is depleted/captured? I think that the solution is simple. The excess units should NOT be disbanded, nor should the movement of such units be restricted (say, you could move only 40 of your 50 tanks in one turn), but I would link this to the overall economy - as the units are even now through maintain-expenses. Having an appropriate number of units would cost you only its normal maintain. Having more than the limit would stress your economy (this could represent smuggling and such - a nation is never completely deprived of something it dearly wants). Lets have an example:
I have 100 oil and 100 tanks. I pay 100gpt for maintain (minus the possible free maintain). Let's say that an oil patch of 40 would be depleted. Thus I would have 60 legal units and 40 excess units. This means that 167% of my units are excess units. Now there are many ways to make the calculations, this is just an example. Let's say that all the excess units 101%-120% (unit numbers 61-72) would cost 2 to maintain instead of one. 121-140 (73-84): 3, 141-160 (85-96): 4, 161-180 (97-100): 5 and so on. This would result in an overall maintain cost of:
60 + 24 + 36 + 48 + 20 = 188gpt. (+88 compared to original)
This would not collapse the economy straight away, but would severely slow you down. Now you could choose to keep those units and either buy more oil or retake the oil-patch, or simply to disband those units that you want.
This would allow for rich nations to decide to have excess units compared to their resources. And even poor nations could hang on for a while with excess units if need be. The penalty could IMO be a bit greater still - the step could be 10% instead of 20%.
All in all, I think this would be simple and interesting. It would allow more strategy concerning the resources and would prevent the game from coming to a dead end due to a missing oil-resource. I would not implement any storages for oil or some such without a careful consideration, as I would not want to build those storages all around and worry about them. Some refineries or other would perhaps be fine, if they would, say, allow you to in effect have 150 oil units while having in reality only 100. Anyway, what do you guys think of this?