dh_epic said:I know it's not perfectly realistic, but it's simpler, and that's the point. Iron IS an ingredient in steel, but why measure your store of both iron and steel when you can measure both? Heck, have it evolve from Stone to Ore to Metals, for all I care. The point is to model a basic need -- it doesn't matter if those needs are highly simplified. (For example, can water be taken for granted? Or can it not? Civ assumes you CAN take it for granted, but it's not even remotely realistic.)
Or why not only have iron and abstract steel? You do realize civs with no iron could build units that technically require steel. The current model is simply enough and works.
Resources are about giving players a need. And to me, it's not too objectionable if you're scrounging for uranium to build a Nuclear Power Plant that you take the ability to produce Cathedrals and Temples for granted. Whereas in the early game, Cathedrals and Temples hinge on your supply of building materials.
Very few buildings in Civ3, except for the Manhattan Project and the SS parts require a specific resource to build, so this analogy doesn't quite make the point that perhaps you want to make.
The point being resources make themselves obsolete because the units they are used for become obsolete. It's an obselesence that occurs naturally as the game progresses, rather than one that is imposed by the game.
It also has the benefit of being simple. The resource model in Civ3 doesn't change at all, you discover more resources throughout the game, and that's it. But the game itself will make resources increasingly less important just by the fact that they are no longer needed as much. It's simple and quite elegant IMHO.
It seems your only real objection to reducing the number of resources to 3 or 4 is realism. But the mechanics of it are still basically there -- we've just taken out detail, without taking out any of the actual mechanism.
Quite the contrary. My objection is not realism, if anything, the RTS model has an implied assumption that managing numbers and units of a resource is better because it is more realistic. I'm arguing for not reinventing what isn't broken.
The resource model was introduced to add a new dimension to Civ3 games and it has achieved that insofar as resources are sought after, fought over and traded.
With the mechanism still in place, but with fewer resources to oversee, you could make resources more interesting.
Why fewer? This is the problem with the RTS model, it is self defeating. In order to address criticism that it will grow too complicated, the solution was to limit the resources per age. Only, it is probably more interesting to have all the resources in play in the end game and never limit resources at all.
The original model is thus more elegant, and actually more complicated without being a micromanagement issue.
The problem in Civ 3 with resources disappearing wasn't as simple as "stop making them disappear"... the problem is you gave the player a problem, but very few tools to solve it. Trade wasn't necessary enough to the seller -- you could go the entire game without selling a resource -- so there was very little economic motivation to resource control. The alternative was war, but that's the solution to everything in Civ. We don't need another excuse to start wars.
You can, but that doesn't mean its the best way to play nor do I agree with your assesment. The Civ3 games I currently play have maps that intentionally seperate resources that forces trading. Short of playing well below your skill level and dominating the entire game, you'll have to trade, even if its just a play to lower costs on a tech you badly need.
As a general rule, I am a relentless trader. I trade everything and have discovered and done research into the the trading systems and how you can build an empire of influence in Civ through careful trades. The treatise is being worked on and is on my computer at the moment. I hope to publish it soon.
I guess the deeper question is how to make resources a more central part of the game without making the game lopsided to someone with the best geographical circumstances. It almost almost seems like these two propositions are diametrically opposed... and that's before we even ask if scarcity is the best way to make economics more interesting.
Resources doesn't need to play a more central role. This game is Civ, not resource tycoon. The model employed in Civ3 does what it is meant to do. Improving it is always welcome, but in this case, I'm opposed for improving it in the RTS direction for the reasons already stated, and IMHO, the proposed changes (limiting resources per era) in response to mine and a few other's concerns doesn't address the root of the problem, that is RTS quantity based resources, when dealing with the complexity of Civ is not designed to work.
If Civ was a science fiction Moo-eseque game, maybe we can have imaginary obiquitous mineral which can be mined and you could keep track of as a quantity, which is something that has actually been done in other TBS games. Unfortunatelly, Civ3 already set the precedent by introducing several resources, each with a shelf life where after a time they become increasingly obsolete. Reverting to a simple 1 resource universe would be seen by many, and I assume even you to be a regression. Either way, shoehorning RTS systems into the Civ3 model simply makes it more complicated with limited gains. I suggest we stay with the turn system.