Resource Based Production

Stefanskantine

Angry Partisan
Joined
Nov 13, 2003
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242
Location
Busan, ROK
What about a resource/production system based on something more similar to some RTS games out there, adapted of course, for the turn-based world of civ?

1) Every tile has a certain endowment of specific natural resources. For instance, a forest tile has a certain amount of wood and a certain amount of food.

2) To build, for example, an archer, say you need 10 food and 5 wood. If your city's worker is currently operating on the previously described forest, the worker harvests a certain amount of food and wood per turn from the forest, maybe 2 wood and 1 food for example. These resources go to your city's stockpile. When you stockpile enough, you can create an archer.

3) As you discover more technologies, some tiles will be seen to contain iron, saltpeter, oil, uranium, etc., all harvested in the same way. Non-renewable sources will have a fixed amount on the tile and dissapear over time.

4) You can stockpile resources and trade them between cities, or even civilizations. (Include a transactions cost based on the extent of your road/railroad system)

5) Gold will be a resource valued by all as a medium of exchange. You can only get gold by harvesting it from the earth like a normal resource, trading for it, or capturing it. It will be the principal medium of foreign exchange.

6) Eliminate commerce as a resource in the current sense. Science will be produced by devoting individual workers to science instead of working a tile.

7) Commodities will be traded freely making for a more interesting economic system
 
this proposal seems like a blend of Age-o-empires, and civ3
 
the multiple resources per tile is remeniscient of Call to Power. I think it would work nicely if it was implemented properly. there have been other threads on per-unit strategic resources, and this would address this issue. the resource stockpiles would also take care of the "lost production" idea. they would also add a new strategic dimension to wars, as you would need to protect your major resource stockpiles.

my questions would be exactly how production would work. would the said archer build in one turn once the stockpile was large enough? could you just stockpile resources in a city and then build a wonder in just one turn?
 
just had an idea...what if the tiles produced wood and food and whatever other resources you'd like to have, but they also produce shields as they do in civ 3. that way, you would need a certain amount of resources stockpiled to build units/buildings/whatever, but they would be built according to shields per turn as in civ 3.
 
:( :cry: :cry: :cry: :( This is civilization not Empire Earth

I would kill myself if this was empire earth :( :( :cry: :cry:
 
I think Civ should borrow from everywhere. It could borrow from a FPS or RPG if it even makes sense.

Be that as it may, resource based production doesn't really add much compared to the amount of micromanagement that it adds. And it would tend to reward players who love to count every last piece resource, flask, coin, shield, movement point ... Resources are something that need to be improved on, but I'm not sure this is the way to do it.
 
Graadiapolistan said:
:( :cry: :cry: :cry: :( This is civilization not Empire Earth

I would kill myself if this was empire earth :( :( :cry: :cry:

you bumped a year-old thread of something you disagree with?
 
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