rcoutme said:
I think that the system of allowing a certain number of units per icon and increasing the cost for additional units is the most feasable and (at least semi-) understandable. The only problem that I forsee with that system is the tile benefits associated with the extra sources (and yes, extra sources would be critical).
Instead, perhaps the icons for things such as oil, would have a value associated with them stating the number of "uses" available without a premium charge. I say "uses" because a coal plant has a requirement for coal just as ironclads and railroads (at least the early ones) do. Thus, each icon would have a use value (10, 15, 80 whatever). This concept is easy to understand. How that affects costs is really not as relevant as that it does affect costs.
This would also allow more interesting trades. The trade advisor could state, "Sire if we sell 40 oil to the Webloes then our own costs per turn will rise by 73". etc.
I find this a close to excellent attempt to a full synthesis, rcoutme.
Apart from all what's been said, I also wondered that resource discovering techs mainly allow military improvement now, with the exception of Replacable Parts, where the speed of workers is doubled, and Steam Power, where you can build railroads improving production. Sure, some civil improvements need resources, but iron (apart from a factory), oil and aluminimum for example are military-only resources. Taking a look into history, we see that average energy consumption (i.e. per citizen) was about 5 units for the hunter-fisher societies, about 20 units for the agraric societies and about 75 for the industrial societies. And 1 unit is the basic demand for one human person (body, so to speak). This increased civil demand is not reflected in CIV's concept of resource consumption, and could, IMO, add some flavour to all possible strategies.
To get in more detail: Iron Working not only made better fighters, but in the first place, made better plows, and in general better farming and fishing tools, drastically increasing (food) production, allowing the agraric settlements to grow much faster, to real cities. A suggestion is making workers 25% faster, producing one more food per city after hooking up the first Iron resource, or allow growth at only 90% of normal max (18F io 20F).
The Wheel, as another example, allowed, apart from the chariots better transportation and so increased the network and commerce and production. Motorized Transportation is a third example: it allowed higher mobility of people and goods, increasing again commerce and production. Not just tanks.
So I would suggest a general empire-wise managment of the resources, instead of a (possibly tedious) micro-managment, with both civil and military consequences. I.e. use a resource slider and divide your effort in:
1. a more civil dedicated economy, mainly using your resources for maintaining a healthy growth of your civ (slider higer towards 100%);
2. a more military approach, where all the suggestions you guys did regarding the higher costs for more units could apply (slider in the low %-es);
3. Need for resources and their effects are indeed not all-or-nothing, but a weighted sum of civil (cheeper) and military (more expensive) demand;
4. Luxuries, as suggested earlier in this thread, can only make a certain amount of people happy. The bigger cities get the first amount. (e.g. 1 luxury can make 15 citizens happy, empire-wise. Having more cities will cut off the luxury from the smaller cities);
Penalties for getting short of resources are:
1. Decreased production in some empire-wide sense;
2. The suggested huge maintainance cost for military, so economic pressure;
3. Unhappiness.
Side effect: smaller civs need less resources and could go for a minimal (defensive) military, putting more effort in their growth and economy. Larger civs will need to more energy in finding more and more resources, as their cities and military grow, effectively slowing them down or come to a critical point. Furthermore, their edge cities tend to be very small with high corruption and lower luxury effect, possibly increasing a flip.
The effects should not be drastic, though, not to unbalance the general strategy of the game. I mean, don't make 5 times more resources apear then now. But there should be, IMO, a depency of civil and military activity.
What do people think?
Regards,
Jaca