I think depletion could work depending on how it's implemented
Why is this a problem? Defending resources is good strategy.people will obviously try to shield the precious resource constricted units with resourceless units
and/or will be afraid of using them unless in fights with high odds ( like people do with Civ IV GG atached units )
I completely disagree, rolo. I think that the whole point of limiting what you get from a resource makes resources <i>less</i> of a game-breaking deal than they were before.
I think it's a more elegant way of toning down the harshness of the pire "have vs have" not rather than what they did before.
I also hope ( better,I completely disagree, rolo. I think that the whole point of limiting what you get from a resource makes resources less of a game-breaking deal than they were before.
Recall: In previous Civs, if you don't have a resource, you can't build the unit at all. This is about as punishing as it gets. And we have seen in the evolution of the series, that they have moved more toward giving maps TONS of resources to avoid setting players up without having them. Well, that's just a band-aid, because now you are taking away the significance of having them at all (kind of like what you said).
But with this system, you are still making resources strategically useful, but now it's about quantities rather than a simple "have vs. have not" system. So now they can spread them around a lot, but you are going to have the few players who maybe get just a few more iron than the other guy. But hey, that's okay that he can build more swordsman because he doesn't maybe have as horses as the other guy. Or maybe he doesn't have horses at all and he really needs to trade his extra iron to the guy who has extra horses. I think it's a more elegant way of toning down the harshness of the pire "have vs have" not rather than what they did before.
I have hope it can be awesome.
True, but it there is no need to make a bad position ( poor terrain/ starting on a position that doesn't allow expansion ) even worse my putting a unit cap for resource that it will resume to coumpound the initial disavantage even further...TBH I dont really see the problem with some civs being in a poorer position than others as it relates to geography/resources. That is a completely realistic situation.
Tanks stalling from no oil would indeed be an interesting sight.
It would also be cool if all resources were not created equal. Some iron resources might produce 10 ingots of iron per turn, while another might produce 15. This would add a whole new element to the strategic game play over which resources are really important, and which may be less so.
That is a similar situation to what happens to the Civ IV GG attached units, that a lot of people shun to use in direct battle exactly because of their comparative rarety ...
Another thing that I have though of for while would be forest conservation. There should be more bigger penalties and much harsher consequences for chopping down all of your forests.
The analogy doesn't work. GG generals are precious because they're rare, if you lose it then you can't replace it, because you have a finite supply of great generals. Under my interpretation of the resource design, if you lose a Heavy Footman unit, that just frees up some iron for you so you can immediately replace it with another.
So there's no reason not to use your resource-units; in fact there's (at the margin) *more* of a reason to use them. If I use my Heavy Footman and lose him, that frees up an iron slot for me, and the next unit I build can be an iron-requiring unit. If I use my resourceless unit and lose it, then I gain nothing, and the next unit I build cannot be an iron-requiring unit (assuming I was at cap).
Resource units would be replaceable, great generals are not.
* * *
This is a history game, not an ecology sim. Throughout history, the developing powers chopped all their forests down. We want to encourage players to do this in Civ too. Conservation is a very recent phenomenon.
IMO Civ4 got it about right on this.
In the prologue, Diamond summarizes Collapse in one paragraph, as follows.
“ This book employs the comparative method to understand societal collapses to which environmental problems contribute. My previous book (Guns, Germs, and Steel: The Fates of Human Societies), had applied the comparative method to the opposite problem: the differing rates of buildup of human societies on different continents over the last 13,000 years. In the present book focusing on collapses rather than buildups, I compare many past and present societies that differed with respect to environmental fragility, relations with neighbors, political institutions, and other "input" variables postulated to influence a society's stability. The "output" variables that I examine are collapse or survival, and form of the collapse if collapse does occur. By relating output variables to input variables, I aim to tease out the influence of possible input variables on collapses. ”
—page 18
Diamond lists eight factors which have historically contributed to the collapse of past societies:
1. Deforestation and habitat destruction
2. Soil problems (erosion, salinization, and soil fertility losses)
3. Water management problems
4. Overhunting
5. Overfishing
6. Effects of introduced species on native species
7. Overpopulation
8. Increased per-capita impact of people
Further, he says four new factors may contribute to the weakening and collapse of present and future societies:
1. Human-caused climate change
2. Buildup of toxins in the environment
3. Energy shortages
4. Full human utilization of the Earth’s photosynthetic capacity
It would actually make the map look a lot more realistic to see some forests left
The Japanese started practicing forest conservation around 1700 as they started to notice what a negative impact it was having on their environment.
I've read it.An excellent book to read on the subject would be Jared Diamond's Collapse