New Resource System

It sounds like my system is basically what is being implemented, but with an increased maintenance cost if your resource supply falls below the number of units you have that need the resource.

http://forums.civfanatics.com/showthread.php?t=356391

Strategic resources are handled differently. There the quantity is very important. One iron deposit, for instance, will only grant you the right to build and maintain, say, five iron-based units. You can't build any more than that until one of those units dies (or is disbanded) or you get access to more iron. You will be allowed to keep those units in the field if your resource is pillaged, but there's an additional maintenance burden and you won't be able to replace them if they're lost.

Huzzah!

No word on whether buildings can consume resources, but I'm sure that could be modded in.
 
It's ineresting in that new IGN review they are indicating that happiness resources work exactly like they did before, one will supply your entire empire, only military strategic resources use the new system. I wonder what healthiness resources and civilian strategic resoures will function.

I love the idea that unused military resources can aid your economy. I hope something like this is implemented, or that there's some similar limits on how many resource dependant buildings you can produce. Doing so would mean that controling strategic resources would be critical even for civs following a pacifist victory path.
 
Does forest count as a valuable source of timber. Because galleons and any other shipping vessel use timber as a source of building it.

If so, are forest maintain or chop to make shipping vessels

Another thing, if you declare war on a nation, then you standby/put your swordsman on the iron resource of your enemy. Does it count as your resource for a meantime during the course of the war?

I am skeptic about limited resources, so i'll wait for further news :)
 
If so, are forest maintain or chop to make shipping vessels

I'm guessing they won't require a timber resoure for building ships, as being unable to build a navy because you don't have any forests doesnt' seem like much fun.

Another thing, if you declare war on a nation, then you standby/put your swordsman on the iron resource of your enemy. Does it count as your resource for a meantime during the course of the war?

Why would it?
I'm sure you can stop your opponent from using it, but presumably as in previous versions you can only get a resource if it is within your own culture.
Your military occupation force isn't set up to mine the iron and send it back to your country.
 
Another thing, if you declare war on a nation, then you standby/put your swordsman on the iron resource of your enemy. Does it count as your resource for a meantime during the course of the war?
QUOTE]

Ther've been small mentions of land trading, exchanging hexs between civs. I think this will be something done diplomatically, either during peacetime, or as the settlement of a war. However it might be possible to have a way to 'claim' tiles with your military units and extend your culture over them. The expansion system seems be be quite different from the old cultural expansion model, but some mechanism like that is pure speculation.

I think it would be a very interesting mechanic though, if you could secure the territory of an enemy civ and loot their resources. It would provide another incentive for war, besides conquest of land you might also start a fight just to steal iron for a while.
 
Makes perfect sense...
Building: Requires Coal unit, provides Oil unit.

Just make it expensive
or perhaps it requires a Coal unit and a 'Power' unit

If it is going to be realistic, it will be more like 2 coal for 1 oil. Only makes sense for civs with an abundance of coal who are also unable to trade with ease.

A modern tech, "biofuels" would perhaps turn 2-4 food into 1 oil, per refinery building. Exchange 1-2 pop off your megacities in order to afford a modern army of superpower size.
 
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