Strategic Stockpiles, manufactured goods

While I can see a sort of merit in the stockpile concepts here;

It is safe to say the developers will certainly retain the classic CIV economic model,
hopefully improved from CIV3. I hope to see the 'money-for-resources' system improved...

.
 
Great ideas!

Both stockpile and upkeep ideas are fine. However, I have thought that both of them could eventually enter in conflict with the concept of national maintainance fees.

As in, you have 2 cities, both connected to different oil supplies, but not connected between them. You would have to make a distinction between the units that are mantained by one of the cities, and those mantained by the other in order for it to be 'realistic' about the way the oil supplies are distributed between both cities. And since both stockpile and upkeep methods imply a national pool of these supplies, this could only be solved by returning to the city mantainance method (wich is totally frustrating). I can't come up with another solution for this...
 
I think it would be good. More realistic. I mean ONE Iron resource isn't going around the whole country. Take America for example. It has its own Oil but does it buy from other o****ries? Yes it does. The way I see it:

IDEA 1: Production

Every turn you get a stockpile of so much, say, Iron. Iron is need to build the Swordsman unit. Lets say you need 30 Iron to build one unit. When you have 30 Iron in your stockpile you can finish creation of that unit.

IDEA 2: Increased Production

The Swordsman costs 30 Sheilds/Hammers and 30 Iron. Lets say you had 2 Iron Pools. Then it would lower the cost in etheir Iron or Sheild\Hammers it takes to build a Swordsman. And it generates more Iron faster. The more you have the more you get faster.

IDEA 3: Increasing Your Output

When you hit the Industrial Age you can build factories. Factories increase the Sheild\Hammer production in one city by 50%. Lets say there is a building call Iron Factory. This will increase Iron Output buy 25% in that city. Its only a little bit but the more factories you make the more Iron you get. That way you can make more faster.

IDEA 4: Trading

This is were profit comes. You can sell Lump Sums of Iron, Oil and other luxuries and Pur Turn Sums of resources and luxuries for gold. That way everyone benefits. You can make money buy selling stockpiled resources.

IDEA 5: Manufactured Goods

Mixing resources together can make other things like cars, trucks, toys, clothing and food. You can sell these like resources and make MORE profit. This is a VERY good idea.

Idea 6: Supply Lines

Maybe, I'm not sure, but for future units and ranged units you'd need supplies. For example you'd need wood for archers, more horses for wounded cavalry etc. I'm not sure about htis one but it would make it more realistic.



That seems like a good idea but with every good Idea there will be people who oppose. Maybe there can be an option like: "Turn of Resource Stockpiles" or to intertwine with Civil wars: "Turn off Civil Wars". I still think its a good idea.
 
Neomega said:
I'd like stacks of icons, and having a unit (or building) cost one resource "token".

You have two oil resources in your trade network, that means you can build 2 oil requiring units, or buildings. Stacking up worthless spice? Trade 200 for 100 iron.

Oil and iron? Make an automobile, with an auto plant small wonder, and trade autos for computers....

I wouldn't be sad to see the entire "gold point" system scrapped for a much more realistic world trade resource barter system.

Computers will be able to crunch better by the time civ 4 is out. Maybe every tile could have a resource.

I'd like to also have icon stockpiles, so I could visit my trade advisor, meet the minister of strategic reserves serving under the secretary of trade, and gaze at my barrels of oil, trainloads of coal, and gotta get more steel mills....

i think this detracts from the ease of this game... but i would be perfectly fine with it as an option when you start the game:
{ } simple resources
{X} advanced resources
 
Back
Top Bottom