An extra twist to resources... the stockpile.

Pathetic Leader

Chieftain
Joined
Jul 13, 2004
Messages
28
I ave only recently picked up C3, and patched ATW to C3C. But have played both Civ, and CivII.

One thing that I really like about C3 is the idea of culture... and specialist resources.

But can we take these resources further? Rome wasn't built in a day after all, and as such I believe cities should have access to raw materials such as lumber and stone via special resource squares, so that they can build the initial buildings such as granary and temple (stone) and barracks (wood for the first set).

This would make the building of city improvements a little slower maybe, and create an edge for some players I believe.

this can be taken further, as in a pirate scenario I have recently played by requiring lumber to build the first ships.

We could also add leather for the first armoured units.

One final suggestion is instead of once creating the link you are free to build away like mad, you need to transfer resources in. You could automate workers betwen resource squares that you own (colony etc) and your desired city. Roads would speed up the resource stockpile but are not necessary to get any.

Last thing is to have the stock pile grow, and units to be built from it. This would limit armies in size and make it a much more tactical game.

Please discuss.


Main idea is to have new resources tide in to unit and improvement production.

Secondary idea is the way in which they are collected and used.

The secondary idea may not be feasable, so please aim your comments at the two ideas individually.

many thanks.
 
I am especially in favor of the second idea. Stockpiling would make the game more interesting as there would be not "all or nothing", so they can make more places where you get your ressource but with different income per turn.

There was a long thread about a new ressource system and they had a different idea.
Get rid of that "All or nothing"!!!!
 
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