@dexters:
I think youve misunderstood: this post was referring to issues in Civ3 and how to deal with them within the parameters of Civ3s system.
Anyway, Ill reply in relation to both Civ3 and RTS:
Civ3's resource model is quite generous in that in most games, assuming you play a difficulty that is reasonable challenging, you'll be short 1 or 2 resources and 3-4 luxuries. With strategic wars of expansion and opportunisitc land grabs, a Civ3 Empire can become a truly self sufficient Empire by the late game. The concept is largely a mercantile concept of self sufficiency.
If youre referring to (1), then the point was that Civ3s system is too generous (i.e. 1 resource is sufficient for ALL requirements). So, you either have the resource or you dont. There is little more to it than that. That may be more than enough for the kiddies but way too cut and dry for a serious strategy gamer (that is, the core audience of this game).
This reduces the game to little more than capture the flag only with resources (i.e. whoever controls the resource, has everything).
Fixes:
Civ3: Unit/building cap (i.e. 1 resource allows x number of dependent items to be built).
RTS: Production halts when resource stockpile reaches 0.
Aussie: Each additional dependent item above limit increases chance of resource disappearance.
Im not sure what true scarcity has to do with this; resources locations are the same in each model (RTS and Aussies system
allow you to make individual resources bigger or smaller on the map as opposed to an infinite resource).
Given the current Civ3 AI's myopia, and its inability to behave as if it has a foresight and plan long term, any AI algorithm that will be managing the AI storage system would be fundamentally weak. At best, it will just store average stockpiles based on some assumed optimal quantity.
First, dont compare Civ3s AI with Civ4s as the latter will be much better (or at least have the potential to be much better).
Second, canned actions are much more than just pre-setting optimal values. One thing that Civ designers have never bothered with AFAIK is random actions (i.e. AI has x chance of doing A or Bwithout referring to core algorithmout of the blue, so to speak; the human has absolutely no way of predicting it). Its just a matter of programming in the right strategies that good players use, nothing more.
The storage improvement ability I brought up in (2) is simply to balance things out in Civ3 so that you dont go from
everything to
nothing in a single turn. Gives the player a chance to continue functioning for a while. Would be essential if unit/building
function were dependent on required resources.
(Or, if it suits you better, think of this as stockpilingalbeit a cheap substitutewithout the MM.)
The only reason to limit the amount of a resource is to create pressures on empires to seek out new sources. This has already been modeled with the resource disappearance model in Civ3 and people hated it.
I addressed this in my reply to your last quote but Ill elaborate here:
Just to be clear, having 1 resource suffice for ALL requirements and countering that with random disappearance is unacceptable; it wasnt acceptable in Civ3 and it wont be in Civ4 if they decide to use the same system.
Adding the cap adds the element of resource scarcity without requiring stockpiling or random disappearance (which you hate

).
Purpose:
a) Dependent item cap prevents the player from exploiting the infinite availability of 1 traded resource to build as much as possible within the trade time.
b) Difference b/w a Civ with multiple resources of a type and a Civ with 1 resource of a type.
c) Takes material limitations into account (equivalent of not being able to extract fast enough to keep up w/production). Important where speed is an issue as is the case in wartime.
d) Adds resource scarcity effect without stockpiling or random disappearance.
RTS: You can only build as much as you can extract. You want to extract faster, find another deposit. No need for a cap.
Oh and to reply to this comment:
Too much lottery elements of 'oh, i found iron, but only 500 units, looks like i'm still screwed in 5 turns' is not very useful.
In Civ4 it would be more like, x resource = 10000 points, 1 unit costs 1 resource point per turn to maintain (building would require a separate resourceobviously as you dont build a Tank out of Oil and dont supply it w/Iron). I dont see why this is problematic.
Aussie: Cap is the risk of causing the resource to disappear if you exceed the limit.
The solution is to remove the random element and create more stability and the current C3C build has resources disappearing A LOT less.
You forgot something:
yoshi said:
Additionally (and most importantly), add a 'Minimum Time to Disappearance' feature that determines number of turns that must pass before resource can disappear (i.e. disappearance will not trigger before then). This ensures that the resource will not disappear before it is able to be properly exploited. (In addition to that, you could possibly add a requirement that the resource be connected to at least one city before the timer is triggered.)
This solution is so simple, I cant believe Civ3s designers didnt think of it (and if they did, shame on them for not adding it).
The effect is that the resource
cant disappear until x turn. After x turn, the disappearance seed takes effect.
The other part that you skipped was the part I stole from Aussie:
yoshi said:
If resource-based upkeep is a factor: disappearance denominator also decreased per turn of unit maintenance.
So, if a lot of dependent items have been built, the chances of the resource disappearing after x turn are higher.
If you go with something like the Civ3 system, randomizers are a way of adding uncertainty as Aussie said. I think adding the delay and having items increase chances deals with the problem effectively.
RTS: No timers, randomizers or other crap. Just the hard amount: you use it, you lose it.
(Could always add a random element at the end if you really need the uncertainty in RTS, you can always replace the exact amount with Large/Small/Medium and have it chance to the corresponding size or whatever and make the initial amount randomized so the player really has no chance of guessing the amount.)
This is largely based on the context. If you have three Civs being able to share 1 resource because you count in quantities and not in 'instances' it has the same effect as having 3 units of the same resource. This is the same idea approached from a different perspective and I still think the current model is much better and more elegant. Its an on off digital switch as opposed to the analog mess of a quantitative resource model.
The idea was only meant to allow trade with a max. of one civ: if CivA has x resource then CivA can both use it (to build items requiring it or to have luxury effect)
and trade it to CivB
but not CivC (or any other additional civs).
I added this for two reasons: a) small civs (that usually only have access to 1 resource of a type) can tradeto one other civwithout suffering production limitations; b) civs are unlikely to have more than one resource of a type on very small maps.
Exploit anyone? sounds like the new way to bankrupt the AI.
Its not an exploit. Civ3 already does this to a degree: a) Unit-producing improvements cease producing units if disconnected from required resource(s), b) if city containing wonder that places an improvement in each other city is captured, previous owner loses all effects of that improvement. As long as the AI isnt so ******** that it doesnt even have the sense to try and take back the resource (and adequately protect the area in order to prevent the resource being lost), theres not much the player can do that the AI cant (where AI effectiveness in capturing resources is concerned, note the Civ3 AIs tendency to go for enemy resources before anything else).
The idea is to add ALL effects to this (i.e. improvements cease all functions if disconnected from required resource(s)).
The really new part would be to add units to this: if units owner loses control of all required resources, units lose ADM. (I did something like this with the +1 movement for all ships wonder flag in Civ3: wonder placed in strategic Oil city, when taken all ships lose 1 MP.) Having unit be disbanded would be WAY to extreme for Civ and the loss of the resource is meant to represent scarcity not complete loss of resources. (Not sure how this would work with the storage improvement feature though.)
RTS: Same only ADM loss takes effect once stockpiled resources reach 0.
Aussie: Same.
11. Does not take into account different sized deposits.
This is not a problem. In fact, the proposed solution solves this
problem but presents several problems of its own, which requires
increasingly complicated rules to solve. I say, leave it as is. The current 'instance' based system is simple and elegant.
What problems? You get 2 resources in each city resource box (to use Civ3 lingo) instead of one, just as if you had control of 2 resources. If you lose control of a large resource square, you lose 2 resources instead of 1. I just thought that (where Civ3 is concerned) this would be simpler than Aussies multiple-sizes idea.
12. Additional Luxury resources of a type have no additional effect on
owner.
That's because you trade the additional resource away. Again, you want a model where if you have 20000 units of incense your empire would be happier than if you have 19999. That's splitting hairs and micromanaging happiness a bit too much.
As youll notice I dropped this one because it just wouldnt work with the Civ3 system and you may be right that surplus should be something that only serves trade purposes.
RTS: I didnt really think about the luxury resource application (Im more interested in the direct strategic applications) but now that you bring it up, I think it would work just like strategic resources: 1 happy face costs 1 resource point per turn, you run out, no more happy face. Odd that I didnt think of that, considering how obvious it is.
Now to the general points:
Why change it if it works? I say it doesnt do what Civ is meant to:
If the object of resources is to force players to acquire resources required for production purposes (and, to a lesser degree, population contentment) then infinite resource use defeats this purpose I the following ways:
- Additional resources serve no purpose except as trade items.
- No item cap means any number of items may be built for even 1 turn of controlling a resource. (That means you can build1 tank or a 200 tanks, it makes absolutely no difference.)
These two reasons combined result in no strategic incentive to acquire additional resources beyond 1 for each type.
This also results in a kind of all-or-nothing approach that is too simplistic considering the more complex city functions in civ (yes, its not all about units
warmongers

).
If the above isnt enough, there are other reasons but Im too tired to get into them after already typing all that other stuff. Suffice to say the need is there, the want is there (check the poll) so
there you have it.
Saw some other good ideas mentioned but Ill reply to them some other time.