Geologists

Would you like to see an introduction of a geologist unit in Civ 4?

  • Yes, it should take a specialist to locate whats underneath the soil.

    Votes: 13 38.2%
  • No, locations of resources should be ancient knowledge and already known.

    Votes: 21 61.8%

  • Total voters
    34
  • Poll closed .
I agree that MM needs to be involved, my preference is for having MM in the realm of empire management rather than units.

Perhaps, there could be a specific resource per age, like oil, that requires additional skills to procure.
 
brinko said:
okay i understand that moving them all the time looking for resouces can be unfun for some...but i think this unfun aspect should be implied for discovering oil. Running a country isnt all parades and fireworks you know, sometimes there has to be unfun serious aspects that emphasis realism involved.

pollution for example, i am disapointed that they want to remove the micromanagement from it. i feel as if for every action there is a equal and opposite reaction, pollution cleanup being one of them.

when a game a great sophistication gets chopped down to a simple fun game, people who enjoy the complexity of the game, will be detered from it. I dont think that chopping the nessesary "un fun aspects" of this game is the best way to do it. because when u do that, the skill level depreciates, and now a game that require a degree of skill, becomes skilless. skill itself IMHO, is based on all the micromanagement factors involved...as is the skill that is required for a sniper to make a great shot, the wind, the distance, the humidity, the bullet, the gun, the mind, and the target itself all define the shot itself and suggest if it were great or not. removing unfun aspects like the wind or the mind, may in short make for a quick fun game for the skilless, but those who appreciate all the defining factors of making a great shot or great country will surely be betrayed because it will lack the time and detail that they are willing to invest.

Sure, the game player needs to be punished for "bad" game playing moves and decisions. But if the game is fun to play, many of these unfun decisions should be automated. Most people don't want a game that punishes them twice for thier decisions- once when they make them and again for having to go through the agony of the micromanagement of fixing it.

I'm all for punishing bad decisions through the game but it shouldn't be torture to play.
 
searcheagle said:
I see resource discovery being done by citizens that belong to the city. I would like to see no additional micromanagement.
...
The geologist is as a unit or specialist is a bad idea because it would add to much MM. My idea would have this ability found in the domestic advisor panel where this setting would be set for the whole civ.
I have to agree, it is good the way it is, a new unit just to locate resourses would create too much MM. It's a pain enough as is moving all the workers around each turn.
 
Well, this is why I feel my comromise model would work the best-as it removes instant omniscience of resource location from the game, and thus place greater emphasis on diplomacy and espionage as means of finding resources outside of your own borders.
Also, it has often been the way, historically, that a resource was discovered long BEFORE a use was found for it, and that the resource actually DROVE the discovery process. Again, my model allows for this possibility!

Yours,
Aussie_Lurker.
 
I think the idea of a surveyor would be good in multiple ways.

One, after the ancient period, most of the easy to reach resources tend to be exhausted (although perhaps stored somewhere).
Finding resources by any unit isn't completely crazy. At one time, some of them were in obvious places.

The more exhausted a resource is, the more work and investment needed to find a replacement source of it.

So, it could revive a Civ, to find an undiscovered resource within is bare borders, after much work. An interesting alternative to war, as long as it's not guaranteed to work.

The tech tree could reveal a modern explorer, the geologist to find
other sources. The most typical case is deep sea oil exploration.

That then reveals a flaw in Civ3 where we don't have any resources in the oceans. No ocean dwellings, colonies etc.. Probably a sea oil rig could be represented as a worker colony.
 
Make the governator control the geoligists.
 
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