thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 3,107
With the AI combat strength bonuses on higher difficulties strategic resources are actually hugely beneficial. AI elephants on Immortal/Deity are ... Terrifying.
AI nearly never shared strategic resources. There was no way to be the global power, even regional power without ownership of strategic resources. "City with no reason but only oil" was quite a bad experience in previous titles.Civ is not a history game, but a game based/inspired on history. Never was a game that aspired absolute realism or historical perfectionism. To some people, searching for a resource (especially in the map, but also trying to get it via diplomacy) that was crucial for the strategy was among the most fun things to do in the game since III. There are bigger historical innacuracies in the Civ series (including VII) than a mechanic in which the player must have certain resources to build specific military units.
It seems the strategic resource aspect is rather an economic aspect. Oil is for industry, cars, trains etc and mainly an economic driver rather than an absolute war unit requirement then?From a historical perspective, before the Industrial Era anything you really wanted and were willing to pay for, somebody was willing to supply it. Don't have copper? The Phoenicians will haul all the copper you want from Cyprus and sell it to you - and you do not have to establish a trade route or build a boat or do anything except pay the price to get it. Don't have tin? Somebody will pack it in from Afghanistan or Cornwall as long as you are willing to pay for it.
Before the Industrial Era requirements, nobody needed iron, tin or copper in amounts greater than packloads - the amount of iron necessary to fully equip a Roman legionary with armor, weapons and equipment was less than 50 kg, even as raw ore, and that could be loaded onto any donkey - which had been domesticated by 3500 BCE largely for that reason: they made very efficient pack animals for long distance, overland trade (the camel was domesticated much, much later specifically for trans-desert trade routes). An entire Roman Legion could be equipped with less than 250 tons of iron ore, carried on 5000 donkeys or about 8 early cargo ships (30 tons/ship seems to have been fairly common, almost 'standard' since Minoan/Phoenician Bronze Age models).
The big change in trade goods came with Industrialization. A single ironclad required over 1000 tons of iron goods, A single kilometer of railroad track - without cars, locomotives, stations or any other infrastructure - required 100 tons of wrought iron or steel, and that's by mid-19th century - it at least doubles by the early 20th century, as rails almost double in weight and size.
Suddenly the amounts of raw materials needed to do anything meaningful increase by an order of magnitude, at least.
But here is the other point to Trade and raw materials: everything has a substitute. Can't get Tin for your Bronze? Arsenical ores can be used, or Zinc to make Brass as a substitute. Don't have enough petroleum? Coal can be processed into a substitute, and was in the 1940s in Germany. Niter was originally found in natural deposits, then manufactured in Nitraries, finally manufactured artificially using the Haber Process and other techniques for both fertilizer and munitions.
Civ VII's system is perfectly adequate for the first two Ages, when quantities required were small or moveable (like sheep, cattle and horses), but IMHO needs a revision for the Modern Age.
Modern Economic progress was and is dependent on getting massive quantities of certain materials, primarily Iron, Coal and Oil, but also including a multitude of other raw goods (The US Strategic Bombing Survey identified over 80 'necessary' materials needed by German industry in WWII), most prominently Rubber, Aluminum, and very specialized materials like Chromium, Molybdenum, Manganese, and Tungsten. The game does not need that level of detail, Thank Dog, but the contest for coal, iron and oil supplies was a major part of strategic thinking throughout the 19th and early 20th centuries, or the majority of the Modern Age in the game.
Also, having an entirely 'new' system of raw materials supply for the economic base of the Modern Age would give gamers an entirely new set of Age-related problems to solve in that Age. Do you search out major iron, coal or oil supplies on the map and seize them? Or do you set up to manufacture Substitutes by, say, building a great network of Technical Schools and a very advanced Chemical Engineering establishment (the 'German model') to feed your industry and economy?
The entire 'Strategic' Resource system in Civ VII has been made as automated as possible: no more piling up enough to build anything, no more 'make or break' Civ Starts due to lack of resources. Both the importance and requirements for strategic resources have been largely 'nerfed'.It seems the strategic resource aspect is rather an economic aspect. Oil is for industry, cars, trains etc and mainly an economic driver rather than an absolute war unit requirement then?
I can see how varied access to resources would give individual sessions more flavor and challenge, but I think I'd like there to be a bit more granularity than "feast or famine" with the way resources are parceled out and how necessary they are in Civ5/Civ6/HK. At least on the military aspect, I'm glad that my sessions aren't basically over if opposing civs have military leverage that I can't deal with (and being friendly with them only lasts for so long usually ime).Looks as if I'm in a minority here, but I really miss the old system. I've had many great games where I was building up a nice little empire, made a discovery that revealed a vital new resource and then realised I didn't have any. Oh dear! That required new trade deals, conquests, colonising new lands, etc. Or you sometimes found you have almost ALL the oil, aluminium, etc., so others come knocking. It made the game less static. I've only completed 3 games of Civ VII, but my initial impression is that it's a bit too easy to just grab territory early and sit on it. For me the ideal would be to have a slightly greater penalty for lacking a key resource, plus a greater number of vital resources, and more ways to acquire them.
In one of the earlier versions of the game (might have been IV?) there was a specialist unit that could create colonies, which just let you grab a resource. They weren't cities or settlements and they didn't grow. You could plonk a defensive unit or two on or near them (they could only be on unclaimed territory), but you couldn't build fortifications, etc. Something like that might be a nice addition, but I would still like vital resources to be a bit more vital than in the current version.
Yeah!I did have one or two memorable wars in Civ 6 because I needed more oil.
With the AI combat strength bonuses on higher difficulties strategic resources are actually hugely beneficial. AI elephants on Immortal/Deity are ... Terrifying.