Do you think the resource system is sort of bunk?

18 civs on a standard sized pangea map. Sounds awfully crowded. Now, I wonder if that has anything to do with Legvre's assessment of the resource system. I've missed copper before but I have always been able to fix that by finding(and researching) iron. I do tend to play close to the standard number of civs per map size. So resources are plentiful even if some head banging is necessary sometimes.

I would tend to agree with Steve the Noble also.
 
I don't have a problem at all with having resource dependancy in the game myself. But I would like to see some better options surface in unit making if resources are not available.

In a variant I am slowly learning how to mod, I have made axes a 4 str. But will also be adding in another unit called the javelineer which will also be a 4 str, with a natural bonus of +25% open terrain combat and a +25% hill defense bonus. So if attacking or defending on a grassland tile it is a 5, as well as defending on a hill. But it will require no resource, as well as not be eligable for CR promotions.

I think so long as it is implemented correctly, there could be some good alternatives for people without resources and people with resources both to want to build those units. Additionally, I have made crossbows no longer require iron. I don't see why crossbows should require any resource as they can easily offer a non-resource dependant unit to any player in the middle ages.
 
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