I really hope you're right because I liked the energy system of civ 6. You had to weigh either building military units or powering your cities, or if youd spec into science to find renewable fuel or if you'd conquer or trade with other nations to aquire fuel resources.I think the advantage of the new system is that the benefit can be adjusted
If each oil resource increases combat power by a massive amount. then it is almost the same as before. (ie it’s “required”)
I do think the model will be different in Modern though.
(Maybe “Fuel” resources can either be assigned to a city Or to your empire, an the empire ones give the “fueled” bonus to your X closest units)
IF any game was going to use a Resource limitation, it should start in the Industrial Era. A single kilometer of medium-weight railroad track (100 pound rails) uses more iron ore than that Legion, and that's not even counting more tons for wheels, locomotives, fittings, and eventually entire railroad trains. A single small ironclad squadron of 3 - 4 ships requires more iron ore to build than the entire Imperial Roman Army required to equip 50 Legions. The quantities go up by an order of magnitude or more, and suddenly resources do get scarce, and National strategies are built around acquiring them - as in the British Empire's careful sequestering of oil resources in the Middle East and Persia before and after WWI, as they decided to start fueling their navy with oil instead of coal: resource scarcity suddenly had Consequences, which was simply not generally true before.
I really like this, so sorry to double post here, but I'd like a system where, certain recourses would be scarce , one or two in a specific area. You aren't trading for copies of it, merely you get access by building up your trade network, each trading link extends the various resources across a region. just having a road isn't enough you'll need your trader units, and negotiations for open boarders, and security from hostile powers, to keep trade routes active, wars breaking out would force alternate routes to target required settlements. Each specific route could have a cost the further away it is, but can compound their benefits by accumulating luxuries, strategic and food resources along the way. This 5 city ,continent spanning route costs us 20 gold, but accumulated recourses gets us 5 happiness , 6 science, 7 culture, 3 production, 5 food, 12 gold worth for resource bonuses returning that I can spread around internally however I want.There are tin mines in Cornwall that mined Europe's supply of the stuff for three thousand years, and some (scant) archaeological evidence suggesting that some of it made its way into the hand of Phoenician merchants that brought it to the Levant and Mesopotamia. Nearly all instances of lapis lazuli in pre-modern history can trace their source back to the mines of Afghanistan, with some of these mines being nearly ten thousand years old. The way the game has represented resources in the past was always very gamey and extremely annoying if you ran out of or never had access to the necessary materials for your uniques. It's a much better solution that can represent the ease of access and price of goods instead of whether or not you have them in the first place (because for strategically important materials, you do!).
That's an interesting assertion.Not at all. What made the original mechanic silly was that in the quantities required for military units, a resource requirement made no sense at all until the Industrial Era. An entire Roman Legion could be equipped with weapons and armor using less than 200 tons of iron, in manageable 50 - 75 pound increments. If you didn't have a vein of iron handy, somebody was always ready to bring it to you for a price. Nitre could be manufactured in whatever quantity desired in Nitraries, so having all requirements me only from 'natural' resources was just flat Wrong.
What makes the 'increased combat power' work generally from having resources In Hand is that you have no limitations. If all your iron is right down the valley, it's relatively cheap and everybody gets an iron weapon or hauberk or helmet. If it has to be imported, somebody (probably in the back rank) can't afford it and is standing there in a felt cap with a wooden spear and shield instead of an iron sword and helmet.
IF any game was going to use a Resource limitation, it should start in the Industrial Era. A single kilometer of medium-weight railroad track (100 pound rails) uses more iron ore than that Legion, and that's not even counting more tons for wheels, locomotives, fittings, and eventually entire railroad trains. A single small ironclad squadron of 3 - 4 ships requires more iron ore to build than the entire Imperial Roman Army required to equip 50 Legions. The quantities go up by an order of magnitude or more, and suddenly resources do get scarce, and National strategies are built around acquiring them - as in the British Empire's careful sequestering of oil resources in the Middle East and Persia before and after WWI, as they decided to start fueling their navy with oil instead of coal: resource scarcity suddenly had Consequences, which was simply not generally true before.
WWII and the post-Industrial Era are entirely different situations from Antiquity or anything before the Industrial Era..That's an interesting assertion.
I, for one, actually loved the gameplay that results from the struggle to access resources.
But I realize that, despite wanting that feel throughout the eras, it's mostly based on my knowledge of WW2 and modern supply chain economics.
I suppose gameplay effects such as lower prices and higher efficacy are a good proxy representation of microeconomic trade.