Simple Resource Suggestion

NP300

Prince
Joined
May 18, 2004
Messages
402
Location
North America
Some people here have suggested that resources have size values to encourage people to keep more of a resource, etc. This seems too complicated to me.

However, there may be a simpler alternative that may achieve the same effect. Let's say we have a coal resource. Then the rule would be that the coal resource will suffice for 10 cities. So long as you have 10 cities or less you can build units/improvements that require coal. But the moment you get an 11th city, you will need a 2nd coal to build stuff. With only 1 coal you will be able to build nothing requiring coal. This would represent the coal consumption by civilians. (Communist governments might be exempted from this or be given a 20-city limit to represent the state-controlled economy and lower consumption goods).

This would have the advantage that it would represent the fact that large empires need more resources AND it would also keep things simple. Furthermore, it would provide an incentive for players to have small efficient empires, instead of sprawling resource-hungry empires. It could potentially make it very difficult for a player to achieve a conquest victory with oil-guzzling modern armor.

It could have downsides, as it may encourage players to raze captured cities but I think the idea may have potential.

Also, I think oil should be a special resource. It should count as both a luxury and a resource. This would simulate the fact that oil not only is important industry but also to keep people happy, since people like to drive their big cars.

Consideration should also be given to placing lots of resources but placing them in clusters. This would provide resources for everyone but only if they trade for them.

Finally, perhaps power plants should require a flow of the resource to keep operating? This may be too complicated but it would simulate the fact that you need coal to operate coal plants, not merely to build them.
 
I'm not so sure I like the prospect of being able to build a thousand MA and then found the Magic City Number Eleven and suddenly I can't build a single one anymore. That'd just be strange. What's so complicated with a resource having a value how many cities, or preferably units (if a strategic resource), it can support?
 
Lennon said:
I'm not so sure I like the prospect of being able to build a thousand MA and then found the Magic City Number Eleven and suddenly I can't build a single one anymore. That'd just be strange. What's so complicated with a resource having a value how many cities, or preferably units (if a strategic resource), it can support?

That's a good point about the 1000 MAs and then the 11th city. But I think the scheme would work well if combined with my other suggestion where resources are plentiful but clustered. So if you have oil, you'll have a cluster so the 11th city won't keep you from building more. If you don't have oil, it just means you'll have to negotiate for 1 more oil resource in trade deals.

Actually my suggestion basically says that resources can support a certain number of cities. It keeps it simple by always keeping it at 10.

If it's by unit it could get too confusing. I mean, you'd need to keep track of all those numbers? I guess it could work if the game would display it for you.... Like it may tell you you have 100 coal points and now need 101. I just offer my suggestion as a potenitally simpler alternative. I think simplicity is important for good gameplay.
 
Actually, NP300, I think my idea of resource size might be different from what you're talking about. My thought is that when you discover a resource, it will have a 'size rating' of say 1-10. The only effect the size rating has is on how likely the resource is to disappear. As the # of cities and relative improvements/units is also tied to the disappearance ratio, then it stands to reason that a larger resource will be able to supply a much larger empire before the resource is at risk of disappearing! I don't think that there is anything very complex in this, as all other aspects of resource use and trade would remain the same!

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Actually, NP300, I think my idea of resource size might be different from what you're talking about. My thought is that when you discover a resource, it will have a 'size rating' of say 1-10. The only effect the size rating has is on how likely the resource is to disappear. As the # of cities and relative improvements/units is also tied to the disappearance ratio, then it stands to reason that a larger resource will be able to supply a much larger empire before the resource is at risk of disappearing! I don't think that there is anything very complex in this, as all other aspects of resource use and trade would remain the same!

Yours,
Aussie_Lurker.

Your suggestion doesn't seem too bad. What I had mind were those suggestions along the lines that a resource of size X could only support Y number of units.
 
MY idea is very realistic...i'd make forest as a resource...You need a road to forest/jungle to build your cities...In North American everything is built out of the wood...so really if not making forest a resource....give it some more significance..
 
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