ForbiddenPalace
Warlord
- Joined
- Jun 4, 2002
- Messages
- 231
Sorry if someone has mentioned this. I was hoping there is a tighter link between strategic resources and units.
First, when strategic resources first start to appear on the map, there should be a quantity associated with that resource. Take oil as an example, after refining is researched, if three oil deposits appear in your empire such that the quantities are 3000, 4000, 6000, your total oil amount will be 13000. Second, a resource quantity requirement for each unit should be specified. For example, battleship needs 200 oils. Also, nations with militaristic traits could have the advantages of smaller resources requirement over certain units, thus making this trait more useful. Third, when oil first start to appear on the map, even you have 13000 in deposit, it still takes time to get the oil out off ground. In other words, on the turn you have discovered refining, even if you have oil in your empire, you still cannot build battleships right away. Each turn, your empire will accumulate certain amount of oil say 100 based on the nations industry might (nations with industrious trait deserve a higher amount). Of course, there should be tech. later on such that you can upgrade this number. Forth, there should be a new structure that workers can build (like the airport) such that the oil can be deposited after taking out off the ground. Of course, the enemies should be allowed to destroy such structures.
In this way, there is only that many number of battleships you can build due to oil limitations, which requires you to doublethink about engaging wars with other nations.
Even though, more micromanagement will be created in the game play, but I consider these as the fun elements of the game, and willing to spend time on these sort of management.
First, when strategic resources first start to appear on the map, there should be a quantity associated with that resource. Take oil as an example, after refining is researched, if three oil deposits appear in your empire such that the quantities are 3000, 4000, 6000, your total oil amount will be 13000. Second, a resource quantity requirement for each unit should be specified. For example, battleship needs 200 oils. Also, nations with militaristic traits could have the advantages of smaller resources requirement over certain units, thus making this trait more useful. Third, when oil first start to appear on the map, even you have 13000 in deposit, it still takes time to get the oil out off ground. In other words, on the turn you have discovered refining, even if you have oil in your empire, you still cannot build battleships right away. Each turn, your empire will accumulate certain amount of oil say 100 based on the nations industry might (nations with industrious trait deserve a higher amount). Of course, there should be tech. later on such that you can upgrade this number. Forth, there should be a new structure that workers can build (like the airport) such that the oil can be deposited after taking out off the ground. Of course, the enemies should be allowed to destroy such structures.
In this way, there is only that many number of battleships you can build due to oil limitations, which requires you to doublethink about engaging wars with other nations.
Even though, more micromanagement will be created in the game play, but I consider these as the fun elements of the game, and willing to spend time on these sort of management.