Always connected resources: good or bad?

Are instantly connected resources good or bad?

  • Good

    Votes: 10 62.5%
  • Bad

    Votes: 6 37.5%

  • Total voters
    16
Only Civ 3 and Civ 4 required roads to connect resources. Civ 1 and Civ 2 didn't and I can't remember for CTP1 or 2 but I'm pretty sure they didn't require it either. Col did I'm pretty sure.

Also only Civ 3 had colonies. Civ 4 allowed you to create a colonial country but that wasn't the same. It did allow you to use a fort like a civ 3 resource colony though.
Civ 1 and 2 didn't have resources in their current meaning. The didn't provide happiness or better armies, just improved output if worked.
 
Civ 1 and 2 didn't have resources in their current meaning. The didn't provide happiness or better armies, just improved output if worked.
I'm well aware. I'm pointing out that the core premise of OP is incorrect. Roads mattering for connecting a resource to a city and the larger empire has only been a thing for a couple of Civ games. Most of them did not have roads mattering for resources either because they didn't have resources or because the roads had other purposes. Workers improving resources took time but players generally stacked workers to minimize the time required prior to Civ5 which eliminated stacking. Should we have been upset that Civ5 generally increased the time to work a resource?
 
My main concern with resources at the moment is the potential micro that they mentioned. I don't really want to manually move resources around at will, I hope there are some limitations.
Ara has been negatively reviewed exactly on this aspect.

Now let's say you have 5 cities each with 3 farms, and you have 15 plows to place in them. To do this, you have to click on City 1, switch the city menu to display all Harvester buildings, find Farm 1 (which could be somewhere on a long list), click on Farm 1, click on Slot 1 (if you remember that Slot 1 is for plows), click on Plow 1, close the Farm 1 menu, repeat for each farm in City 1, close City 1 menu, repeat for each City. This is just one example, but these issues are present in every aspect of the UI. The game also does not display important reminders and does a poor job of letting you know that entire windows (such as trade) exist.

The incorporation of resources in a city list, and eviction of the OG workers, sweat, pebbles and roads from the alchemy, will bring this terrible consequences I'm afraid.
It's not just a question of military overview of all the networks in the game, which SIMPLIFIES the oprganization for any player
that approach the game. That anyone can interact with what is on the map. Each level of QUANTIZATION of the OG process, like making the resources always connected, and then remove the workers,
does indeed the opposite effect in practice. The Steps are bigger, you have less steps, so it feels like it's easier tasking. But Its not. Its an Illusion.
 
Ara has been negatively reviewed exactly on this aspect.

Now let's say you have 5 cities each with 3 farms, and you have 15 plows to place in them. To do this, you have to click on City 1, switch the city menu to display all Harvester buildings, find Farm 1 (which could be somewhere on a long list), click on Farm 1, click on Slot 1 (if you remember that Slot 1 is for plows), click on Plow 1, close the Farm 1 menu, repeat for each farm in City 1, close City 1 menu, repeat for each City. This is just one example, but these issues are present in every aspect of the UI. The game also does not display important reminders and does a poor job of letting you know that entire windows (such as trade) exist.

The incorporation of resources in a city list, and eviction of the OG workers, sweat, pebbles and roads from the alchemy, will bring this terrible consequences I'm afraid.
It's not just a question of military overview of all the networks in the game, which SIMPLIFIES the oprganization for any player
that approach the game. That anyone can interact with what is on the map. Each level of QUANTIZATION of the OG process, like making the resources always connected, and then remove the workers,
does indeed the opposite effect in practice. The Steps are bigger, you have less steps, so it feels like it's easier tasking. But Its not. Its an Illusion.
  1. ARA is totally different game from Civ, because resource management is it's focus
  2. Actually ARA has multiple problems - too detailed micromanagement is one thing, but UI being bad is a separate issue, for example
  3. I'd say it's not about how detailed the game are, it's about how important those details are and how impactful are player choices
So, for game about managing resources (like ARA) it makes sense to have deep resource management. As long as UI supports it (currently it's not) and things you do really matter (currently a lot of resources provide very small benefits), it could work.

For empire building game like Civ it's ok to have some resource management. There seems to be clean UI (all required info for resource management on one screen) and significant effects of resource being allocated to city. While I still don't like this kind of micromanagement being in game, I think comparison to ARA is incorrect. It's closer to Civ6 civic cards, or could be even better, we should see.
 
Ara has been negatively reviewed exactly on this aspect.

Now let's say you have 5 cities each with 3 farms, and you have 15 plows to place in them. To do this, you have to click on City 1, switch the city menu to display all Harvester buildings, find Farm 1 (which could be somewhere on a long list), click on Farm 1, click on Slot 1 (if you remember that Slot 1 is for plows), click on Plow 1, close the Farm 1 menu, repeat for each farm in City 1, close City 1 menu, repeat for each City. This is just one example, but these issues are present in every aspect of the UI. The game also does not display important reminders and does a poor job of letting you know that entire windows (such as trade) exist.

The incorporation of resources in a city list, and eviction of the OG workers, sweat, pebbles and roads from the alchemy, will bring this terrible consequences I'm afraid.
It's not just a question of military overview of all the networks in the game, which SIMPLIFIES the oprganization for any player
that approach the game. That anyone can interact with what is on the map. Each level of QUANTIZATION of the OG process, like making the resources always connected, and then remove the workers,
does indeed the opposite effect in practice. The Steps are bigger, you have less steps, so it feels like it's easier tasking. But Its not. Its an Illusion.
Well, it's still a bit early for us to tell exactly what form this micro will take - I don't think it will be anything like Ara, since that has a much greater focus on resources / supply chain.

As I understand it, in Civ you acquire resources through either improvements or trading, and every resource has a slightly different bonus. You allocate these to a city/settlement to give those bonuses to it. I think that's all we know so far?

I don't mind it in principle, but it would be a shame if the optimal strategy involved moving resources around on every single turn. I suppose they could prevent this by simply adding a 5 turn travel time, or something like this, so that you need to plan a little bit in advance and can't simply change things as and when you feel like it.
 
Well, it's still a bit early for us to tell exactly what form this micro will take - I don't think it will be anything like Ara, since that has a much greater focus on resources / supply chain.

As I understand it, in Civ you acquire resources through either improvements or trading, and every resource has a slightly different bonus. You allocate these to a city/settlement to give those bonuses to it. I think that's all we know so far?

I don't mind it in principle, but it would be a shame if the optimal strategy involved moving resources around on every single turn. I suppose they could prevent this by simply adding a 5 turn travel time, or something like this, so that you need to plan a little bit in advance and can't simply change things as and when you feel like it.
I don't think you'll need to move them every single turn. If you're building wonder or unit in a city, you probably want associated resources to stay in the city during the whole building time and if you add some happiness resource to a large city, it would probably stay there until you found way to solve happiness problems in other ways.
 
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