Late-game strategic resources

Also Gunships and Modern Armour won't do too tell vs a AA/AT defense, this is where your MechInfantry would come into play, CHARGE LADS! NEVER SURRENDER, and then when your glorified spammers have weakend the enemy position your real troops can clean up.
 
I believe the main issue is not so much that everything requires Aluminium (since it IS in fact very abundant "In the Earth's crust, aluminium is the most abundant (8.3% by weight) metallic element and the third most abundant of all elements (after oxygen and silicon)." ) , but rather that nothing requires Oil anymore , unless you plan (and can, not sure how obsoletion works now) on building WW2 era units in the Modern era (which i hope is not the case as it would be dreadfully anachronistic ).

I think what they should do is allow some of the units to still require Oil, perhaps even going as far as needing both oil AND aluminium to build some of them (like, Modern Armour or Jet Fighters etc).

I just don't like the "disappearance" of oil in the modern era (as a requirement at least), seeing as we are still very much dependant on it today.
 
All I can say here - we don't know anything about resource requirements of many units. And what we know may be completely obsolete. Don't think the speculations are reasonable.
 
They could also compromise and allow Mech Inf to require oil instead of aluminum (making it still require a strategic resource, but one that has been freed up by the obsoleting of earlier units).
 
Seems to me that there could/ should be some dead end techs that give infantry bonuses to those that choose to go after them.

If you are short on certain resources, oil or aluminum or both. There should be an option to upgrade your infantry to protect yourself against some of the more formidable modern weapons with technology.

In WWII there were Anti-tank rifles for taking out many of the early tanks and halftracks. These just improved as the war went on with Bazookas and Panzer Fausts and Schrechs.

Even today the US had to go above and beyond to protect its forces from the modern RPG by up-armoring the Humvees and specially equiping the Stryker Assault vehicles. And that is just from a fairly untrained group of insurgents.

With Stinger AA missles and TOW anti-tank rockets an infantry force could be pretty deadly without any major strategic resources. This would give a country with limited resources the ability to upgrade infantry while still affording an Air Force and Navy from a resource perspective.
 
I believe the main issue is not so much that everything requires Aluminium (since it IS in fact very abundant "In the Earth's crust, aluminium is the most abundant (8.3% by weight) metallic element and the third most abundant of all elements (after oxygen and silicon)." ) , but rather that nothing requires Oil anymore , unless you plan (and can, not sure how obsoletion works now) on building WW2 era units in the Modern era (which i hope is not the case as it would be dreadfully anachronistic ).

I think what they should do is allow some of the units to still require Oil, perhaps even going as far as needing both oil AND aluminium to build some of them (like, Modern Armour or Jet Fighters etc).

I just don't like the "disappearance" of oil in the modern era (as a requirement at least), seeing as we are still very much dependant on it today.

I think it is more reasonable to have some Buildings that require Oil (Superhighways.. boosting Trade income?), so that converting your Oil armies to Aluminum armies frees up the oil for other purposes
(This should probably be done with Iron as well)
[As well as Uranium... but probably not Horses, they should just go obsolete]
 
I think it is more reasonable to have some Buildings that require Oil (Superhighways.. boosting Trade income?), so that converting your Oil armies to Aluminum armies frees up the oil for other purposes
(This should probably be done with Iron as well)
I like this. If not in the main game, this should be used for a mod (Rise of Mankind people listening?).

Have resources that are useful for military in one age, then economy in the next age (and thereafter).

The problem is, it can make being resource-rich last forever.

Still, as long as resource distribution is reasonably even, this is probably ok.
 
I like this. If not in the main game, this should be used for a mod (Rise of Mankind people listening?).

Have resources that are useful for military in one age, then economy in the next age (and thereafter).

The problem is, it can make being resource-rich last forever.

Still, as long as resource distribution is reasonably even, this is probably ok.

It also allows an Economic/Military Trade off in the same age
 
Well, its tricky to do in the same age, because it becomes very risky to lock your resources into buildings that then prevent you from building an army should you need to do so. Particularly if it isn't easy to disband/sell an existing building.

I like how coal is for both coal and ironclads, but the ironclad is probably more of a niche unit than a general mainstay.

But it might still work ok.
 
This all makes Russia sound better and better.
4 Giant death robots instead of 2. (or is it 3) i forget

One other thought. With all the units being so heavily resource based will anyone really be willing to trade aluminum or uranium or anything else for that manner. You better be willing to give a whole lot of gold per turn if you expect to have that 1 aluminum to build a Helicopter. Perhaps the City States hold the answer to all these questions.
 
If you're a small nation not operating a huge army and not going for a military victory, trading away excess aluminium/oil/uranium (to someone who won't turn around and nuke you that is) is a very good idea.

In theory, with 1upt it should be easier to defend a small nation with a small army (you can still get overwhelmed but unlike civ4, someone with 100 times your army won't have 100 times the advantage)
 
Well here is to hoping units can be traded in diplomacy rather than just only "gifted." Many economies are built off of the weapons trade. May as well trade your ability to produce modern armor to one of your allies and let them fight it out and get their gold in return.
 
This all makes Russia sound better and better.
4 Giant death robots instead of 2. (or is it 3) i forget

One other thought. With all the units being so heavily resource based will anyone really be willing to trade aluminum or uranium or anything else for that manner. You better be willing to give a whole lot of gold per turn if you expect to have that 1 aluminum to build a Helicopter. Perhaps the City States hold the answer to all these questions.

I could be willing to give away small amounts of each. Basically enough to help a civ build improvements or a small army, but not a large enough army to harm me (this assumes I have plenty and can support my own army just fine).
 
Well your military is limited by
1. Resources
2. $ for maintenance
3. Production

2+3 are interchagable (if you have lots of production, put some cities on gold.... if you have lots of gold, buy your troops)

If you have more resources than you can possibly use for troops (you have 16 Aluminum but only have the money to support 10 modern troops... then sell some of the Aluminum and use the money to use the rest of it)

I only see Russia and Arabia doing that though
 
I apologize for the threadjack, but this topic reminded me of a civIII game in which I had space race as the only win on a huge world. Uranium was a required resource and there was none on the entire planet. That was probably 60 hours or so of play time down the drain.
 
I think it is more reasonable to have some Buildings that require Oil (Superhighways.. boosting Trade income?), so that converting your Oil armies to Aluminum armies frees up the oil for other purposes
(This should probably be done with Iron as well)
[As well as Uranium... but probably not Horses, they should just go obsolete]

I thought is was written somewhere that some buildings DO have resource requirements and that they are calculated in parallel to any unit requirements. I believe the example was that 3 units of iron would enable you to construct 3 barracks + 3 iron-based units.

Now, if you could have 6 units split however you desired between buildings and units then having later buildings that use the resource would make sense to help absorb the additional supply.
 
It is possible, too, that aluminum allow for a greater number of military/resource-unit than earlier resources. Probably even have it setup so each unit itself determines consumption with tenths of a unit the smallest consumption factor.
 
It is possible, too, that aluminum allow for a greater number of military/resource-unit than earlier resources. Probably even have it setup so each unit itself determines consumption with tenths of a unit the smallest consumption factor.

I doubt they will change the cost of units. As far as 2 mech inf = 1 aluminum.

What they may due is make the aluminum resource provide more aluminum than previous resources.

So for horses it might be 2-4 horses per patch, with aluminum perhaps its 3-6 or something of that note.
 
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