Vote thus far (out of 49 votes):
A. 11
B. 10
C. 27
D. 1 (I was wondering how long it would take...)
dexters said:
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.
Yes, Civ3 does that to a degree but it's missing a few things that would otherwise add some balance to the game. (Personally, I think more improvements should have resource requirements in the vanilla game; I'm working on a scen that has improvements not only dependent on resources but on the resources in the area (i.e. resource must be within city radius), thus you get the effect of unique improvements being built acording to geaographical circumstances.)
RTS aside, I was thinking about faults in Civ3's resource system and how to remedy them without changing the format and made the following list:
1. No resource limitations (1 source fills requirment for all items).
2. No storage element (when civ loses control of last resource, effects are immediate).
3. No limit on use (1 resource allows any number of items to be built simultaneously).
4. Random appearance/disappearance irrespective of player actions.
5. Trade too limiting (resource con only be used by 1 civ).
6. No effect on items once they are built (items are resource-independent).
7. Resources are all automatically visible once prerequisite discovered.
8. No way of connecting sea-based resources.
9. Resource trade routes cannot be blocked mid-route.
10. Organic resources can't be reproduced in other parts of the map.
11. Does not take into account different sized deposits.
12. Additional Luxury resources of a type have no additional effect on owner.
13. No cost associated with the process of extraction.
14. No variations on duration of trade.
Solutions:
(1) No adequate solution without resorting to something quantifiable so refer to the solution for (3). I guess this and (3) would fall under 'scarcity.'
(2) 'Storage' improvement ability allows city to function fo x number of turns as though it were still connected to resource that is no longer available to it. (Implies delay modifier for each additional resource type that resets when city is reconnected to a resource.)
Essentially the effect of a Granary only storing resources instead of food.
Could double the effect for each previously controlled resource of a type (a bit more complicated to program but adds yet another incentive to aquiring additional resources).
If (6) is implemented, then this feature would be essential for civs that are dependent on imported resources.
(3) Number of buildable items limited to number of resources of one type controled by civ (e.g. x number of items buildable with 1 resource, 2 resources doubles the number; this logically implies that only x number of cities may only build x number of items requiring x resource simultaneously).
Addition of modifier (tech?) that increases number (e.g. more efficient extraction techniques allow more of resource to be used at one time).
(4) Disappearance based on number of items built (i.e. each additonal item built--irrespective of whether it is disbanded* or sold/made obsolete afterwards--increases chances by x amount).
If resource-based upkeep is a factor: disappearance denominator also decreased per turn of unit maintenance.
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.)
Optionally, you could just simplify all this and have chances of disapearance increase for each turn under a civ's control. (This would not be very effective at making rate of disappearance dependent on player action though.)
[I'm thinking that it would have to be item-based as just making it based on having access to the resource woudl allow players to pillage the connection when they don't need the resource,w hereas the AI wouldn't do this and it would look stupid to make this a standard tactic in the game.]
(5) First resource of a type can be used by owner AND traded to one other civ. All additional trades require additional sources of the resource. Doing both causes the chances of the resource disappearing to increase by 2 instead of 1.
(This eliminates the problem of having only one available resource square--a frequent occurance on small maps--and having to decide whether to trade (all of) it or trade (all of) it, but still limiting it to 1 civ.)
(6) Units and buildings have additional optional 'Upkeep Resource.'
If a city containing buildings requiring a resource is disconnected from that resource, all buildings requiring resource for upkeep cease to function (i.e. have any effects) until city is reconnected to resource.
If a civ loses control of all sources of a resource type required for upkeep by any units, those units lose 50% of their movement and combat factors until civ regains control of the resource. (In order to prevent this effect weakening a civ too much, perhaps units in friendly cities should not be affected. Problem is, this is one more hting the program ahs to check for--would have to have cities have a pre-set effect, like giving a 50% defense bonus to all units when resource unavailable...but that's up to programmers to figure out.

)
A more strategic version for land units would be: if units are not within borders that contain at least one city connected to required resource (i.e. units are within borders--same portion of friendly territory--that only contain cities that are not connected to required resource), those units lose 50% of their movement and combat factors until at least one city within that territory is connected to required resource. [It makes resource dependence territory-based.]
(7) All resources gradually (i.e randomly) become visible** once prerequisite discovered. Resources within borders become visible immediately.
(8) Resources that are not land-based that fall within borders are automamtically connected (i.e. trade route created) to any city with a Harbor. Can be disconnected by placing an enemy unit on the sea square containing the resource or blocking the trade route.
(9) Trade routes visible as lines connecting ports of trading civs. (This also applies to regular trade routes for single civ.) If enemy unit placed on a trade route tile, trade route is blocked.
A possible fun addition could be piracy: blocking civ recieves any resources 'travelling' along that trade route for each turn that route is pirated. (Alternatively, you could just have gold be removed from treasury of route owner and gold added to trasury of civ doing the pirating; x gold per turn.)
Would have to add 'Can Pirate' ability and give it only to certain units like Privateer (or whatever Civ4 equivilant) in order to avoid Axis U-Boats 'pirating' Allied trade routes.
(10) This one isn't particularly important IMO but some peopel think so: a simple way of doing it would be to have new sources appear in friendly territory only once a resource is first traded from a civ that had initial access to the resource (i.e. a pre-placed resource). Would require a flag to distinguish this type of resource from mineral resources--so you don't get Oil suddenly popping up once you import Oil from another civ).
(11) This is basically a further simplification Aussie's idea: resources function the same only have an optional 'Large Deposit' flag that when checked for a specific resource square, acts as a multiplier thus counting as 2 resources (i.e. civ functions as though it had access to 2 resource squares). These resource squares take twice as as long to deplete (i.e. minimum time to disappearance is higher--random disappearance remains the same?).
(12) I was thinking of using the same solution as (3) (i.e. 1 resource effects x number of cities) but (3) was based on items, not cities. If you use cities, how do you decide which cities get the effects without resorting to further MM? Could always make it so cities with unhappiness are effected first but what if the player doesn't want it that way? I think this one's dead.
(13)
Alternative 1: x gold per turn per each connected resource square.
Alternative 2: x gold removed from treasury the first time a resource is connected (this is more complicated than it seems at first glance because a resource requires an additonal flag that is checked when resource is first connected and since there is nothing to build, the removal of gold has to be triggered AFTER the resource is connected which creates the problem of there being no gold in the treasury, thus requiring the program to remember that the resource has been extracted and to remove gold from treasury when the amount becomes available AND prevent the resource from being used only until then).
Alternative 3: Tile improvements cost gold to build; if certain resources require special improvements (e.g. Oil = Rig), then make these more expensive then the norm.
(This adds an additonal economic element to the game--whcih lags in terms of economics, as been noted elsewhere in this thread.)
(14) Add 2-3 options in the diplomacy screen (e.g. Long-Term Trade = 5 turns, Short-Term Trade = 20 turns--and proportional costs of course).
* I was thinking of the concept of materials recycling that plays a big role in vehicle manufacturing industry (i.e. parts from old vehicles melted down and used in new vehicles; e.g. old bombers used to make new bombers). Why not have a feature where units disbanded in a city can only contribute shields when disbanded if they they require (i.e. are made of) the same resource as the item being built?
** Note that this is not the same as random appearance; the resource is there (i.e. has either been pre-placed or placed randomly when game loaded) but is simply not visible to the player and cannot be used. This is also to prevent other resources from appearing in the same sqaure.
[To give you an example of what you could do were (6) to be part of the game: in a WW2 mod, you could have Artillery units require 'Munitions' as an upkeep resource instead of Oil and add a 'Munitions Factory' improvment type; if the Munitions Factory is disconnected (by bombarding the sqaure and destroyingthe connecting Road/RR for instance), the owner civ's Artillery units have their bombard strength halved.]
The above seems more in line with the "simplicity" Firaxis is going for (although the resource upkeep thing seems like wishing for the moon considering Firaxis' history with that sort of thing).
[Note that I still prefer stockpiling but I figure this has a better chance and I don't want to end up with no change at all when the game gets released.]