Gary Childress
Student for and of life
This is what I would like to see with respect to resources. Basically I would like to see a resource model similar to Hearts of Iron II. I think resources as they stood in Civ IV were trivialized EVEN MORE SO than they were in Civ III. There was no reason to fight over them because they were so plentiful. Let's face it. Resources are something Civs have always fought over.
Each hex which has a resource in it should have a quantitative value. So for instance a hex with oil could have a value of 10. Another hex with oil might have a value of 15. If your civ owns both hexes then it collects 25 oil per turn. Let's say a mechanized unit might use 1 oil per turn to move its maximum distance. Let's say a factory in a city uses 1 oil per turn also to produce X number of shields (X being a constant number for all factories).
If you as a Civ only use 20 oil points per turn to run your civilization, then you would be stockpiling oil at a rate of 5 oil per turn. This would add to your oil reserve. HOWEVER, If you as a Civ start using 26 oil per turn when you only have 25 income, then you will start depleting your reserves. In order to reduce your oil consumption you would need to reduce the number of mechanized units and turn off factories. (Yes there would be a toggle for turning factories in a city on or off).
Basically I don't like the fact in earlier Civ installments that owning one square with oil produced all the oil your civ needed. This is incredibly UNREALISTIC.
A second feature of resources could be that they would have total values. For instance your oil hex producing 10 oil per turn may have a total value of 1,000. This means that you can extract 10 oil per turn for 100 turns before the resource exhausts itself and disappears.
Each hex which has a resource in it should have a quantitative value. So for instance a hex with oil could have a value of 10. Another hex with oil might have a value of 15. If your civ owns both hexes then it collects 25 oil per turn. Let's say a mechanized unit might use 1 oil per turn to move its maximum distance. Let's say a factory in a city uses 1 oil per turn also to produce X number of shields (X being a constant number for all factories).
If you as a Civ only use 20 oil points per turn to run your civilization, then you would be stockpiling oil at a rate of 5 oil per turn. This would add to your oil reserve. HOWEVER, If you as a Civ start using 26 oil per turn when you only have 25 income, then you will start depleting your reserves. In order to reduce your oil consumption you would need to reduce the number of mechanized units and turn off factories. (Yes there would be a toggle for turning factories in a city on or off).
Basically I don't like the fact in earlier Civ installments that owning one square with oil produced all the oil your civ needed. This is incredibly UNREALISTIC.
A second feature of resources could be that they would have total values. For instance your oil hex producing 10 oil per turn may have a total value of 1,000. This means that you can extract 10 oil per turn for 100 turns before the resource exhausts itself and disappears.