Strategic depth across the ages

Originally posted by Grey Knight


Hey now! None of that! THINKING IS NOT ALLOWED!!! :D



Would fractional, accumulating resources be the answer? I know this idea is very RTS, so I'm not sure how well it will play. Have each source be valued from 1-?. Each turn, you extract that amount from the source. To build a particular unit, you need some amount of that resource i.e. 2 iron to build a swordsman, 5 to build a knight.

If this was extended to buildings (i.e. a factory requires 100 iron) I think this would actually increase the importance of strategic resources. Of course, since each source may not be worth much, there would need to be more sources (making Zuoave happy :)), but on average they would be worth "less" than the current sources.

Cheers,
Shawn

Well, I wouldn't want to make it something requiring paying great attention too or "micromanaging". Something SIMPLE, like lack of a resourse lets you build only X number of those units requireing it, but no more. And its permanent, they get killed off, your out of luck. Thats a simplification for game playability, obviouly you in RL could recycle units up to a point. Otherwise if you increase the number of resource tiles and let each one be worth "Y" number of units, your forever counting your units and resources tiles, etc. To much more work- theres already a lot playing this game! Still, I think allowing some "free" unit builds (not actually free but free in the sense that its without having the required resources), would help get out of the fear Firaxis and some players have that resourses will be too dominant and cause the death of a civ due to the opponents having superior units. I really would like to rid the world of this Spearman vs tanks thing- Firaxis as much as admitted that it was artifical to force certain events to occur/not occur, at the altar of game balance.

Something like this would help though, and I personally would even accept the greater work of keeping track of fractional resources and the numbers of different type of units to get rid of tank killing spearman, but many people would not want this. I'd rather have a simpler total limit on units with the resources avaiability being a simpe yes/no, you have it or you don't. I think more people could swallow that over a true fractional system.

One thing that might also help! Let civs TRADE/sell/buy UNITS! Allow a unit to be used even if you didn't have the resource to build it ... at least some number of them anyway.

well, civ on. TIme to do battle with the Iroquois, who have just sneak attacked. Long live the Siamese! (chinese under a new flavor).
 
Originally posted by Grey Knight


Would fractional, accumulating resources be the answer? I know this idea is very RTS, so I'm not sure how well it will play. Have each source be valued from 1-?. Each turn, you extract that amount from the source. To build a particular unit, you need some amount of that resource i.e. 2 iron to build a swordsman, 5 to build a knight.

If this was extended to buildings (i.e. a factory requires 100 iron) I think this would actually increase the importance of strategic resources. Of course, since each source may not be worth much, there would need to be more sources (making Zuoave happy :)), but on average they would be worth "less" than the current sources.

Cheers,
Shawn

:goodjob: :goodjob: :goodjob:

I posted something like that awhile back in another thread. It would fit civ3 perfectly, and having limited amounts of resources makes you think before plastering the map with a solid block of RR's, "well, should i use up a lot of coal and iron to get the production bonus, or just connect my cities more and save resources?" Same would apply to resource-using improvements (such as the mentioned factory), you would have to think about what cities would they be most useful in. Or it could even cause imperialism-type strategies, trying to get more resources from outposts overseas so you can build more factories, RR's, etc.

"The Modern Age is simply brute force - he who hath the most Modern Armor wins."

This is sad but true in the original stats. To fix this in my combat mod (see sig) i increased mech inf defense, increased mod armor (and tank) costs, reduced mod armor defense. So no more modern armor-only armies, and anyone trying a 1 turn MA blitz would have a nasty surprise (240 shield MA's would lose to the 110-shield Mech Infs unless bombardment is used) Mech infantry are slightly better on the attack, and have 3 mv. So the idea is less tanks, more mech infs (since an army is nothing without infantry). Of course radar artillery has more ROF to make up for increased defense. (No im not trying to promote my mod, honest) ;)
 
We should be given more time to complete objectives and you need more techs such as synthetic Rubber to make a infantry unit not quite as strong.
 
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