Strategic resources should be limited

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I've no idea why they made luxuries more complex and strategic resources less complex than Civ5.

A single source of uranium powers unlimited numbers of nukes, modern tanks, power stations etc. WTF?

Why aren't strategic resources limited like they were in Civ5? E.g. a deposit of 6 coal, or 3 coal, or 1 coal, allowing the construction of 1 coal-based unit or improvement.

Now there's no incentive to go and find extra strategic resources. WTF?
 
Why aren't you able to breed horses?

Why are iron and aluminium so scarce when they're so abundant in real life?

And if they're limited to a certain amount - why can a single coal resource supply a unit for 200 years, but can it not supply 10 units for 20 years?

Really, the amount of holes you can poke into strategic resources is gigantic. Considering a perfect system would be far too complex, we'll just have to live with how they are.
 
Why aren't you able to breed horses?

Why are iron and aluminium so scarce when they're so abundant in real life?

And if they're limited to a certain amount - why can a single coal resource supply a unit for 200 years, but can it not supply 10 units for 20 years?

Really, the amount of holes you can poke into strategic resources is gigantic. Considering a perfect system would be far too complex, we'll just have to live with how they are.

Sure, but it's a step backwards from Civ5. All the same logic you applied also applies to luxuries and bonus resources, yet they are limited for gameplay reasons. Strategic resources should be also.
 
here are the limit i would have put to the strategic ressources:

- limit in production: you will be limited in the number of unit you can build at the same time.
for example: if you have 3 iron, you can:
A) train 1 swordman if you got no encampment by using 2 iron.
B) train 2 swordmen if you have 1 encampment by using 3 iron. (or if you have 2 encampment by using 2 iron.)
C) train 3 swordmen if you have 3 encampment by using 3 iron.

NB: in current version of civ 6, if you got 2 iron you can build swordmen in all of your cities.

- limit production speed based on excess strategic ressources : the more unit you have that are requiring a specific ressource, the more expensive next unit would be.

the math would be like : price of the unit * (1-((number of StrategicRessources - number of unit). 0.02)

that would mean that strategic unit (unit requiring strategic ressources) would be easier to get when you have extra strategic ressources. (having 4iron and 2 swordmen would mean that next swordman would cost 96% of it's initial price.
that would also mean that building strategic unit beyond your capacity to supply them would require more time, making some soft limit to the number you can build with a given amount of strategic ressources. (that would, at some point, make the non-strategic unit more attractive)

- heal based on the amount of strategic supply you have.

that would be similar to the previous rule: if you have more strategic unit than strategic ressources those strategic unit would suffer from attrition.

for example:
if you have 4 iron and 6 injured swordmen, then each swordmen would heal at 2/3 the initial speed.
NB: noted that it count only those injured, you could have more than 6 swordmen.

that would make it harder to keep an army full of strategic unit when you are beyond your capacity, making a mix of strategic/ non strategic unit switching position more affordable as they would heal faster.
 
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