MOD: Permanent Resources

Horses DON'T disappear.

I think resources should deplete but it should depend on how much use you make of them.

Idea - an oil square should start off with say 10,000 "tons".

Each unit/improvement should have

- amount of oil (or whatever) needed to build
- amount of oil needed when "asleep"
- amount oil per turn when moving/fighting

when you trade you should trade so many tons per turn.

Example

Tank needs

to build

10 tons of oil (energy used in construction)
10 tons of iron

when asleep

0 tons oil

when active

1 ton of oil per turn

Coal plants would burn x tons of coal per turn, and so on. Coal plants could be shut down in wartime to conserve fuel, losing the production benefit but nor losing the plant itself.

BTW if a coal plant is a power station how come you can have one before electricity is discovered?

This would allow you to lose a war by running out of oil, more or less what happened to Germany after losing the Romanian oilfields in 1944, but in a more predictable way.
 
In my latest version of my "civ3 on Earth" mod I have implemented permenant resources...

I think the number of downloads tell you that most people hate losing their hard won strategic resources at random regardless of how much mining/whatever has taken place.
 
Originally posted by kittenOFchaos
In my latest version of my "civ3 on Earth" mod I have implemented permenant resources...

I think the number of downloads tell you that most people hate losing their hard won strategic resources at random regardless of how much mining/whatever has taken place.



Okay, do i get some credits?
 
That is VERY true :D

I never took inspiration from your "mod" and I'm sorry if I gave that idea :o
 
Could someone post what the tweaks are? or provide a civ3mod.bic file which has only this change in it? I will backup my original if I ever want my Oil to disappear before I've even ever built anything that uses it.

Or can I just backup my original and rename this permanentresources.bic to civ3mod.bic and all will be peachy???

Thanks.
 
Originally posted by Oddible
Could someone post what the tweaks are? or provide a civ3mod.bic file which has only this change in it? I will backup my original if I ever want my Oil to disappear before I've even ever built anything that uses it.

Or can I just backup my original and rename this permanentresources.bic to civ3mod.bic and all will be peachy???

Thanks.


Why not just use it as it is?

But yes, you can rename it if you want to, but i dont get it...
 
Originally posted by fimp

Why not just use it as it is?

I guess the problem is that mods aren't cumulative. If you want to have 2 mods at the same time, you have to manually merge them. (This could just be my naivete - is there a way?) And while this particular mods doesn't do a whole heck of a lot, what it does I would want to be applied to other mods as well.

OK, dug into the editor and found that I can manually change the disappearance probability of every individual resource manually. Tedious, but possible.

Thanks for the mod fimp!
 
I like the idea of getting rid of this random factor, but I do owe it some.
Once, I was playing a game, and even though I had the largest land area, I had NO OIL. I had to import it from one or the other two civs at and extremely high price. This situation was not helped when they both thought it necessary to declare war against me. I had no chance of capturing their sources, either. However, during the war, I finally destroyed a German city which was hindering my own production. The next turn, the plains terrain it was on was turned into desert by global warming. Then, the next turm, I discovered oil. A happy ending followed thereafter.
All I'm saying is give the random factor a chance, no matter how annoying.
 
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