VeteranLurker
Warlord
Re fuel/ammo connection to capital, does it necessarily have to be the capital? I understand how this might be best/easiest in programming terms (e.g., this is how resources are handled in CIV), but for example say you have units in the Middle East, with oil resources there under your control, but you lose connection to your capital -- it seems reasonable to think that those units would be able to utilize that oil, at least partially (e.g., if some city under their control and connected to the resource has a 'refinery' or somesuch).
Similarly, have you thought about oil supply in terms of amount? E.g., one CIV oil resource supplies say 100 units, so if you want/need to supply more than 100 units you will need a second source of oil. Similarly, will there be consideration for stockpiles/usage, such that a country could be accumulating its strategic reserve during the pre-war years (e.g., 100 unit-supplies per turn), then using them once units start moving around and fighting (there could also be some reduced-usage amount which units use while idle). Oil shortages could then play out as: no new units, current units move at reduced movement rate or not at all if shortage is severe. Similarly, oil stockpile could be a physical location, i.e. a new building, subject to sabotage and aerial bombing (with partial/complete damage). It would also be nice to see varying usage rates for oil: e.g., cavalry should use no oil at all (unless it is needed for ammo or food-production), infantry units that decide to 'walk' (ie., use less than their full movement rate) use less fuel, while armored units that move at all are using fuel at the full rate, etc.
Lastly, what about trade/lendlease aspects of resource usage (certainly oil, but also food/other resources)? I don't know the historic details completely, but the USA was shipping supplies to the USSR via Murmansk, and obviously the British Isles were receiving supplies from its colonies/allies. This is currently simplified in CIV as trace-route-to-capital and the naval blockade features. In a micro-management sense, it would be interesting to actually have to send ships on missions to get this accomplished (e.g., perhaps simplified as a new type of unit or great person in a transport ship, subject to partial/complete damage when it attempts to run a blockade, mitigated by naval escort -- the stronger the escort compared to the strength of the blockaders). E.g., the convoy ship is like a copy of a transport, with 5 slots (but no attack/defense value), the slots are occupied by 5 units/persons representing oil/whatever, the blockade-run outcome is 20% success, so only one of the 5 unit-slots survives to complete the mission. Or perhaps the convoy-unit is a special unit like a fishing boat (or great person you can create, which can travel by sea without need for a transport), each one representing the specific resource used to create it, and whichever ones survive the blockade run are the ones credited to the receiving city/civ.
Similarly, have you thought about oil supply in terms of amount? E.g., one CIV oil resource supplies say 100 units, so if you want/need to supply more than 100 units you will need a second source of oil. Similarly, will there be consideration for stockpiles/usage, such that a country could be accumulating its strategic reserve during the pre-war years (e.g., 100 unit-supplies per turn), then using them once units start moving around and fighting (there could also be some reduced-usage amount which units use while idle). Oil shortages could then play out as: no new units, current units move at reduced movement rate or not at all if shortage is severe. Similarly, oil stockpile could be a physical location, i.e. a new building, subject to sabotage and aerial bombing (with partial/complete damage). It would also be nice to see varying usage rates for oil: e.g., cavalry should use no oil at all (unless it is needed for ammo or food-production), infantry units that decide to 'walk' (ie., use less than their full movement rate) use less fuel, while armored units that move at all are using fuel at the full rate, etc.
Lastly, what about trade/lendlease aspects of resource usage (certainly oil, but also food/other resources)? I don't know the historic details completely, but the USA was shipping supplies to the USSR via Murmansk, and obviously the British Isles were receiving supplies from its colonies/allies. This is currently simplified in CIV as trace-route-to-capital and the naval blockade features. In a micro-management sense, it would be interesting to actually have to send ships on missions to get this accomplished (e.g., perhaps simplified as a new type of unit or great person in a transport ship, subject to partial/complete damage when it attempts to run a blockade, mitigated by naval escort -- the stronger the escort compared to the strength of the blockaders). E.g., the convoy ship is like a copy of a transport, with 5 slots (but no attack/defense value), the slots are occupied by 5 units/persons representing oil/whatever, the blockade-run outcome is 20% success, so only one of the 5 unit-slots survives to complete the mission. Or perhaps the convoy-unit is a special unit like a fishing boat (or great person you can create, which can travel by sea without need for a transport), each one representing the specific resource used to create it, and whichever ones survive the blockade run are the ones credited to the receiving city/civ.