Aussie_Lurker
Deity
Wow, TheLopez, this looks waaaayyy cool-looks like I chose just the right moment to come back from my recuperation. I definitely love the idea of processing resources-like steel from iron and coal, composites from oil and even oil from coal-but I still hold that a semi-quantitative resource system strikes the right balance between gameplay and realism.
For example, if you have a system where each unit needs X resources to function, then the game simply becomes an exercise in book keeping, IMO.
However, if you have a system whereby the ratio of resources to cities and/or resources to units effects the COST of said cities/units, for instance, then having a quantity of any given resource becomes important, without being an absolute neccessity. Other options around the ratio idea might involve lost food/production/health/happiness in cities and/or reduced unit strength/healing times.
Anyway, hope that makes sense, and congrats once again TheLopez on some truly fine looking work!
Aussie_Lurker.
For example, if you have a system where each unit needs X resources to function, then the game simply becomes an exercise in book keeping, IMO.
However, if you have a system whereby the ratio of resources to cities and/or resources to units effects the COST of said cities/units, for instance, then having a quantity of any given resource becomes important, without being an absolute neccessity. Other options around the ratio idea might involve lost food/production/health/happiness in cities and/or reduced unit strength/healing times.
Anyway, hope that makes sense, and congrats once again TheLopez on some truly fine looking work!
Aussie_Lurker.