Strategic resource shortage combat penalty?

hellboy909

Chieftain
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Nov 15, 2005
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So I could have sworn there was a combat penalty for going into negatives on a strategic resource, but I can't find anything in the manual.

For example: you ally with a CS for iron, build a few swordsmen, then the CS gets wiped out and you lose all your iron. What happens to the swordsmen's combat effectiveness?

Any help is appreciated in advance, thanks.
 
There is a penalty.

Someone who is sure of the numbers would have to tell you. Although is should be in the combat odds box.
 
I wish this stuff was in the manual somewhere. It'd be nice to know ahead of time.

The reason I ask is that I'm playing a diety game and I've managed to just about corner the market on iron. There's one CS who has 6 and I've allied with him, but another AI has "outbid" me. I'm wondering if it would be better to spend the gold now to prevent that AI from building iron-necessary units or be sneaky and wait until I'm at war with him and yank his iron supply out from under him.
 
It's -50% (hefty!)

Once got it when my artillery from a military state got upgraded into a copter, who uses aluminium...

So, when at war with a civ, try to get some of his strategic resource cities first. This should make the war easy :)
 
It is indeed 50%.

If you resell surplus Iron and Horses, you will end up putting them in the hands of civs that are short on those resources. This will cause them to build units that will become crippled if they declare on you.

For example, it's a lot more pleasant to fight two CCs with a -50% strength modifier than three Hoplites.
 
Ooo that's nasty. Although, you had really better make sure they don't get a resource tile while you've done that or you will have given them a boost ;)
 
So I could have sworn there was a combat penalty for going into negatives on a strategic resource, but I can't find anything in the manual.
Wait, there are people who still try to read the manual? Next you'll be telling me you checked the Civilopedia...

:lol::lol::lol:
 
Goody huts will also sometimes upgrade your unit to one requiring a resource you don't have.

Your reward for sending that unit out of the way to claim the hut on the island? Half your army is crippled. Hooray!
 
Luckily you can just delete the unit :P
 
Luckily you can just delete the unit :P

How is that lucky? If they wanted to make the unit go away, they should just spawn 4 barb warriors. This is a case of punishment being meted out in the guise of a reward. I'd like to pretend it is the developers snarky sense of humor but we all know deep down it is just another oversight on the pile.
 
And what about coal and factories? In some games I import some extra coal to build more factories. But after I have built them there seems to be no penalty on not renewing the trade agreement. While building them, I need to renew the trade agreement, however. Otherwise the production of the factory is halted.
 
André Alfenaar;9942550 said:
And what about coal and factories? In some games I import some extra coal to build more factories. But after I have built them there seems to be no penalty on not renewing the trade agreement. While building them, I need to renew the trade agreement, however. Otherwise the production of the factory is halted.

Once Factories (Nuclear plants etc.) have been built, they operate without coal. Negative resource count affects only units.

Trading away strategic resources to your closest neighbour (depending on your surplus) is indeed a good way to prevent a serious war. That 50% penalty is indeed a huge one.
 
I'm not entirely sure whether it can prevent it, but it does make it a ot easier to fight.
 
Goody huts will also sometimes upgrade your unit to one requiring a resource you don't have.

I'm curious what this unit is. As far as I know, there's the archer line, and there's the spear line. Both requires no resources.
 
Once Factories (Nuclear plants etc.) have been built, they operate without coal. Negative resource count affects only units.

Trading away strategic resources to your closest neighbour (depending on your surplus) is indeed a good way to prevent a serious war. That 50% penalty is indeed a huge one.

I'm not entirely sure whether it can prevent it, but it does make it a ot easier to fight.

I don't think it prevents it but seriously, unless the units are strongly upgraded (which, since this is the AI, they rarely are) or technologically superior, you just mop the floor with them. I did this today in the Mongol scenario against Arabia and their camels and longswords were... well, to be honest, even more easily killed by Keshiks than usual, so I couldn't tell the difference really but I could definitely imagine it :lol:

Edit: Ashwind, some unique units like war elephants don't need resources but the upgrade, knights, does.
 
I'm curious what this unit is. As far as I know, there's the archer line, and there's the spear line. Both requires no resources.

This is currently impossible without mods, since coal, oil and aluminum units cannot be upgraded to.
 
I'm curious what this unit is. As far as I know, there's the archer line, and there's the spear line. Both requires no resources.

I once got an Anti-tank gun which got upgraded into a Helicopter Gunship, who requires aluminium.

As far as I know, this is also the only one, beyond unique units.
 
Cavalry also gets upgraded to Tanks, witch is a switch from horse to oil. Tanks then get upgraded to Modern Armor which is a switch from oil to aluminium.
 
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