Okay, I missed that part. Sorry. (Assumed it was the same as before.)Aussie_Lurker said:Well, Yoshi, once again you do to others what you accuse others of doing to you-that is NOT reading the entirety of a post. If you had, you would notice that I suggested TWO models, one is an IMMEDIATE possibility of resource depletion, the other involved a risk of resource depletion only AFTER your combined # of cities/units passed a threshold determined by your resource size.
Yes, that would work.
There is no such thing as semi-random: it either is or isn't random. The difference between your model and the Civ3 model is that your model modifies the denominator (the divisor in the fraction) based on player actions whereas the Civ3 system has a fixed value for the denominator from the start.Aussie_Lurker said:My second point is that NO, it is not TRULY random. Civ3's system WAS random, wheras I would describe my system as 'semi-random'-in that yes you have a randomizer, but the size of the randomizer is ultimately controlled by players actions...
That is to say, the civ that goes over by 100 units can lose the resource next turn just like the civ that goes over by 1 unit. It's just that the first civ as a 99% greater chance of losing the resource than the other civ. (The key term here is 'chance.')
For this I would keep the delayed disappearance feature just in case.
Yours is a good model for making the effect of resource depletion less unpredictable but it doesn't actually prevent you from building stuff.
A unit cap is more appropriate to that.
A unit cap is likewise also more appropriate to unit upkeep.
Both create a direct link between resource and unit.
The reason why randomness in combat is not a problem is because it is small-scale (i.e. losing in combat usually won't have a drastic result in the game). This means that playing well in the large-scale can make up for some bad luck in combat.Aussie_Lurker said:In this regard, it is really no more random than most other parts of the game-such as combat.
Losing a resource has a large-scale effect--it can literally mean the difference between victory and defeat. Way too much to base it purely on chance.