Art Vandelai said:What I've always advocated for the game, is that each resource on the map would have a finite limit as to how much can be extracted from that square. Once that limit is hit, the player would have to have another resource of that type in order to continue supporting the units requiring that resource.
It definitely makes sence in terms of the rise and fall of civilizations - a more aggressive civ would burn through its resources quickly, and then die as it overshoots the capacity of the land to sustain it.
For example, an oil resource may contain 10,000 "units" of oil. If each tank takes 10 units per turn, and the player has 50 tanks, that will cause the oil reserve to go down by 500 units each turn. After 20 turns, the player needs to get another oil resource somewhere else on the map, or those tanks will start to deteriorate (lose health) every turn. It would have to be such that the player could build up a force easily, but a large army of the most modern units would require much more resources to sustain. Certain buildings or even pop points might also have resource costs as the civilization becomes dependent on that resource. Modern technology might offset some of the costs as the game progresses. Resource trading would also be more important, as a player who had the key resources might wish to sell a portion to other civs (but not lose access to the resource entirely) for big coin.
Some resources might also have a per turn limit, meaning that it can only support a certain number of units per turn. e.g. 1 horse square could only support a maximum of 10 horse units, so if the player wants to build more, he has to have another resource available.
gettingfat said:Civ4 is a good game, don't get me wrong. However, there were many games when I had too much lead over the AIs during the mid-game, I simply restarted because I knew I'm going to win anyway. In some other games, catching up a builder civ far away watching you beat up by two or three aggressive civs is also extremely difficult...The issue is, currently there are very few mechanisms to allow a late-game comeback if you're substantially behind after the mid-point of the game...I think the game should at least provide a few more winning paths for the lesser players, e.g....Any more ideas?
Art Vandelai said:What I've always advocated for the game, is that each resource on the map would have a finite limit as to how much can be extracted from that square. Once that limit is hit, the player would have to have another resource of that type in order to continue supporting the units requiring that resource...
Reignking said:Gozilla from SimCity attacks!
Lucas87 said:I think people like to feel in control of their game. Random events may be acceptable but only if the player is to a significant extent control its damages. Nobody is going to want to just get ravaged by a random event without having anything they can do about it...
Reignking said:Gozilla from SimCity attacks!
gettingfat said:- When a high tech civ has a war with a low tech civ, the low tech civ may randomly pick up some techs from the superior invader. (one may learn from the guy who beat him, right?)
gettingfat said:- When your culture grows very high, maintainence goes up (salaries go up in advanced countries, unions, people go on welfare)
I think this is a good idea. Large nations should basically have a higher upkeep cost per/city than smaller nations to represent the huge bureacratic costs and such that society now has and the things like you mentioned. This is very realistic and i think wouldnt hinder anyones fun. I mean a bigger empire will still have more raw production, research and commerce than a smaller one (not to mention more land which means more strategic and luxury resources) but it would allow a smaller more efficient state to compete against a much larger and bloated one.