Shyrramar
Warlord
I have given some thought to the way resources and luxuries are handled in Civ3 and here is what came in to my mind. I thought it would be a good thing to share it with you folks, so that perhaps together we could make up a real working system to replace the somewhat simplified existing system. 
The problem with it is the "on/off" way it works. Either you have oil, or you don't. If you have it, then you have it in abundance and can build hundreds of oil-dependent units if you wish to. If you don't have it, then you are completely deprived of it
(unless, of course, you trade it). What I would like to see is a more forgiving system. Here is a thought I came up with, and I would like to hear some comments, suggestions, opinions etc. concerning it.
My suggestion is quite simple. Now when you find oil, you can build endless number of units with it. Also, when you trade oil from another civ, you automatically trade endless quantities of it for a small period of time. I thought that it would be more realistic and interesting to make all oil fields have a different amount of oil. Not so that when it is exhausted, it disappears, but more like a maximum support limit. So that one small oil field would allow you to build and support, say, 25 oil-dependent units. Same would apply to other resources and luxuries.
Now this would only make sense if the resources were more common - so that it would be very improbable to completely lack some resource, but perhaps more common to have too little of it. As it is now, it may be even that there is not enough oil for all civs - which certainly puts the ones left without in a very precarious situation! How realistic is it, that a great nation can't have ANY tanks although it is the most advanced nation it the world?
I agree, that resources and luxuries should play a big part in the game, but I do NOT think that it should make ALL the difference. A civilization without rubber and oil is doomed indeed unless it can conquer some before the other civs get infantry. With this modification, I believe that the game would become more realistic in this sense. They would still be very important (it's pretty hard to conquer the world with 15 tanks if other civs have more than a hundred, but it is possible to invade an oil field to get greater support for bigger tank-armies), but they would less likely ruin the game.
Trade would also become more interesting. It would actually be useful to hunt more resources. It seems odd that if all other civs have one oil-resource and I have five, I have no use for the additional four. In this new model, they would indeed become handy. They would either make it possible to build a superior tank-army, or you could trade it, as the other civs would be eager to buy more oil. It would also force players to ponder whether to keep the oil to support larger armies or trade it off for other goodies.
Of course, should I have 90 rubber-units and lose a rubber and be left with a support of 60 units, the additional 30 would not be destroyed. I would simply not be able to build more until 31 of them would be destroyed. That would severely cripple my offensive capabilities.
This would also force players to use the less-used units more and re-think their way of building their military. It would perhaps be impossible to simply build hundreds of modern armors, but instead you would have to be satisfied with 50 modern armors and use mech-infs, bombers, artillery, infantry etc. to make up the loss. I think it would have a great impact on military tactics!
Luxuries would have a "support" too. Say, there would be enough dyes to satisfy 44 unhappy people. The luxuries could work just as before, but there would not be enough dyes to make happy faces in the 45th city (perhaps the ones left without would be determined by city rank?)
All in all, I think this system would be worth pondering
. I guess it would anyway be civ4-stuff, as it is perhaps too big a change to implement in any patch. Remember that this is just a thought and probably needs much tuning. I think that it has potential anyway, even if it turns out to be a bad idea.
As a summary of the pros of this system:
1. No more "Oh I have no oil and I am doomed", and welcome "Damnation, I have only one oil source...Must quickly invade others with my 10 tanks!"
2. A real reason to go after the ninth rubber and eleventh gems.
3. More room for tactics as some unit types would most certainly be limited to small numbers (perhaps some units would cost more resources than others?)
4. More realism
So, what say you?

The problem with it is the "on/off" way it works. Either you have oil, or you don't. If you have it, then you have it in abundance and can build hundreds of oil-dependent units if you wish to. If you don't have it, then you are completely deprived of it

My suggestion is quite simple. Now when you find oil, you can build endless number of units with it. Also, when you trade oil from another civ, you automatically trade endless quantities of it for a small period of time. I thought that it would be more realistic and interesting to make all oil fields have a different amount of oil. Not so that when it is exhausted, it disappears, but more like a maximum support limit. So that one small oil field would allow you to build and support, say, 25 oil-dependent units. Same would apply to other resources and luxuries.
Now this would only make sense if the resources were more common - so that it would be very improbable to completely lack some resource, but perhaps more common to have too little of it. As it is now, it may be even that there is not enough oil for all civs - which certainly puts the ones left without in a very precarious situation! How realistic is it, that a great nation can't have ANY tanks although it is the most advanced nation it the world?
I agree, that resources and luxuries should play a big part in the game, but I do NOT think that it should make ALL the difference. A civilization without rubber and oil is doomed indeed unless it can conquer some before the other civs get infantry. With this modification, I believe that the game would become more realistic in this sense. They would still be very important (it's pretty hard to conquer the world with 15 tanks if other civs have more than a hundred, but it is possible to invade an oil field to get greater support for bigger tank-armies), but they would less likely ruin the game.

Trade would also become more interesting. It would actually be useful to hunt more resources. It seems odd that if all other civs have one oil-resource and I have five, I have no use for the additional four. In this new model, they would indeed become handy. They would either make it possible to build a superior tank-army, or you could trade it, as the other civs would be eager to buy more oil. It would also force players to ponder whether to keep the oil to support larger armies or trade it off for other goodies.
Of course, should I have 90 rubber-units and lose a rubber and be left with a support of 60 units, the additional 30 would not be destroyed. I would simply not be able to build more until 31 of them would be destroyed. That would severely cripple my offensive capabilities.
This would also force players to use the less-used units more and re-think their way of building their military. It would perhaps be impossible to simply build hundreds of modern armors, but instead you would have to be satisfied with 50 modern armors and use mech-infs, bombers, artillery, infantry etc. to make up the loss. I think it would have a great impact on military tactics!
Luxuries would have a "support" too. Say, there would be enough dyes to satisfy 44 unhappy people. The luxuries could work just as before, but there would not be enough dyes to make happy faces in the 45th city (perhaps the ones left without would be determined by city rank?)
All in all, I think this system would be worth pondering

As a summary of the pros of this system:
1. No more "Oh I have no oil and I am doomed", and welcome "Damnation, I have only one oil source...Must quickly invade others with my 10 tanks!"

2. A real reason to go after the ninth rubber and eleventh gems.
3. More room for tactics as some unit types would most certainly be limited to small numbers (perhaps some units would cost more resources than others?)
4. More realism

So, what say you?
