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- Jan 24, 2011
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Resources
Another "mana" I think is important is "Resources." Think of it like all the resources (including energy and consumer goods) necessary to keep society functioning.
-Basically, there would be 5 counters, one for each great power.
-"Resources" could be gathered from cities on the map, some having greater resources than others.
-Each turn, a calculation would fire. It would consider how many resources you have, and how many resources you need.
-Improvements, population, and units would all have a need for resources along a weighted scale.
-If you did not have enough resources to meet the needs for a turn (afterProduction in this case), you'd have two choices:
1. Import new resources (read buy them 1:1 with your gold).
2. Do nothing (by choice or because you don't have enough gold).
If choice 2, then units will randomly stop working (have moveSpent) for the turn, and potentially other negative effects (like cities having shields wiped, etc.)
This would make resource-rich lands (Middle East, Ukraine, Indonesia, etc.) very much desirable to keep or acquire.
This also could be used to scale up the need for resources during times of internal crisis (such as inflation of the 1970s, or the breakdown of the Soviet Union) to better demonstrate the struggles those states had to deal with.
Another "mana" I think is important is "Resources." Think of it like all the resources (including energy and consumer goods) necessary to keep society functioning.
-Basically, there would be 5 counters, one for each great power.
-"Resources" could be gathered from cities on the map, some having greater resources than others.
-Each turn, a calculation would fire. It would consider how many resources you have, and how many resources you need.
-Improvements, population, and units would all have a need for resources along a weighted scale.
-If you did not have enough resources to meet the needs for a turn (afterProduction in this case), you'd have two choices:
1. Import new resources (read buy them 1:1 with your gold).
2. Do nothing (by choice or because you don't have enough gold).
If choice 2, then units will randomly stop working (have moveSpent) for the turn, and potentially other negative effects (like cities having shields wiped, etc.)
This would make resource-rich lands (Middle East, Ukraine, Indonesia, etc.) very much desirable to keep or acquire.
This also could be used to scale up the need for resources during times of internal crisis (such as inflation of the 1970s, or the breakdown of the Soviet Union) to better demonstrate the struggles those states had to deal with.