Resources that run out

If you can claim half the continent while you only have a couple of cities, that's unbalancing;

But if you claim half the continent then you are going to annoy A LOT of other civs and have to fight to protect you lands, if you only claim what you deserve then other civs will respect you and leave you alone.
 
That is all well and good but let's remember that the U.S. claimed everything from the Atlantic to the Pacific but the only way they really were able to take it was by fighting Mexico and the Native Americans. In Civ terms, the barbarians and other civs have just as much claim over the land as you do when you are exploring the land. I like the idea in theory but I don't think it would really work until mid game when borders start to become stagnant. You could make some kind of claim to the land by using your mouse to draw a line of what you think your borders should be but the AI civs would be able to do the same thing. This would definitely lead to wars. I do think there should be some kind of way to claim the land after you have won a war or something. It sucks when you raze a city with your army and some other civ that has open borders gets a settler there and builds a city where you just destroyed the city.
 
I also think that WOOD should be a strategic resource. Of course, you'll have a lot of it, but it should be required to build ships, catapults, maybe even some buildings.
 
Indeed, if terrain is handled better then wood could become a much more powerful strategic resource. Think about Ancient Eygpt, they had wood, but it was an expensive resource, being transported from Oasis and places where it was available and imported from further afield.

I think the idea of having resources as a finite quantity needs to be considered. And having objects that represent that resource which you can move around should be considered too.
 
if resources are going to run out, then the way global warming starts should also change. When coal is first used than global warming should start to take action. and resources that run out should be certain ones, like oil and other fossil rules. you should also be able to plant trees and conserve resources
 
You could then have "slash and burn" harvesting of forest, which would remove it, but provide lots of wood quickly, like the current chop forest, a sustainable approach, which would provide more wood than "slash and burn" and replant but would take longer. Plant forest should only require a little bit of work from a worker but then a long time before it is usable again, the whole tile should be out of action. You would require different techs for different abilities, and different "types" of trees would provide different quantities of wood. I am thinking of trees which grow quickly like pine, trees that can be coppiced over a short cycle like Birch, huge trees that take a long time to grow like Red Wood and Mahogany.
 
You could then have "slash and burn" harvesting of forest, which would remove it, but provide lots of wood quickly, like the current chop forest, a sustainable approach, which would provide more wood than "slash and burn" and replant but would take longer. Plant forest should only require a little bit of work from a worker but then a long time before it is usable again, the whole tile should be out of action. You would require different techs for different abilities, and different "types" of trees would provide different quantities of wood. I am thinking of trees which grow quickly like pine, trees that can be coppiced over a short cycle like Birch, huge trees that take a long time to grow like Red Wood and Mahogany.
i think that the slash and burn method should be used for farming providing nutrients to the soil and allowing more food to be produced there. and the soil should get worn, making farms on that tile produce less food over time
 
Hmm ok, I was thinking of the type of illegal logging that goes on in some parts of the world where they get two bulldozers with a chain between them drive it through a patch of forest and take the wood that they fell leaving destruction behind them. Guess thats another option to the shifting cultivation option. Perhaps slash and burn provides a large amount of food for a few turns but then this dramatically decreases. You might use it in the early stages when you want plenty of food quickly whilst you establish a more long term supply.
 
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