Aussie_Lurker said:As I said above, now its just getting the AI to understand it!
Well, the AI and the players.
What are the other 20 cities doing that makes them consume coal? Simply existing?Aussie_Lurker said:This means that you can support 40 cities from this coal resource without difficulty. However, you have recently built coal power stations in half of your 40 cities.
Aussie_Lurker said:This means that you are currently exceeding your resource limit by 20 ((8*5)-20). What does this mean? Well, it means that all of the production times of your cities are increased by (40-20)/100 or 0.2. Thus, that unit which once took 10 turns to build will now take (10*0.2)=2 extra turns. Doesn't sound like much, but it could make all the difference, especially if you have several resources in a similar state of 'depletion'. This way, there is no arbitrary disappearance of resources, but the effect of building a successful nation of a limited supply of resources is properly modelled. This, in turn, will have the desired impact on trade, conflict and diplomacy!
I guess I don't see much of a difference in the eventual outcome with more "RTS-like" (as you put it) resource measurement, but I do see a difference in the ability of the player to see and immediately grasp what is going on. In one case, there's "We don't have enough" according to an unintuitive formula while in the other case, it's "We need 15 more oil."
As an alternative, suppose your coal resources in aggregate provide 30 coal units per turn. Suppose you have 20 cities, each with a coal plant that uses 2 coal per turn. That means that every turn, five cities have to do without its coal plant*. Let's assume that the city that does without is randomly selected each turn (either by the game or by the player; if it didn't rotate, then you might as well sell off the idle coal plants). If a coal plant boosts production by 50%, then 15 turns out of 20, each city has 150% production, while 5 turns out of 20, it has 100% production. On average, then, it has 137.5% production over those 20 turns, or produces things 8.3% slower than if it had 150% production all the time. The numbers aren't quite the same as your example, but the basic effect is the same. However, instead of having a more abstract measurement of supply and demand, the player can have a single screen that says:
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Supply:
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17 coal/turn - near Newcastle
6 coal/turn - near Liverpool
7 coal/turn - bought from Americans
Demand:
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2 coal/turn - Coal Plant in Newcastle
2 coal/turn - Coal Plant in London
....
Domestic Minister: Sire, our Coal Plants in Nottingham, York, Manchester, Bristol, and Essex were idle due to a coal shortage! We need an additional 10 coal to keep them running.
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I fail to see what is so bad about that.
* An alternate mechanism would be to have 10 cities with half-capacity coal plants and 10 running at full capacity. Overall, the result is the same, but that gives more uniform results overall (for better or for worse).