March 12, 2001, 05:06
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#1
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Emperor
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Sep 2000
Location: The Taste of Japan
Posts: 9,611
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Has Anyone Mentioned This?
I don't post here often (never), but I have browsed through many of the suggestions. Though I never saw this feature discussed:
How about to build certain units, you need to have certain resources? Uranium for nuclear weapons. Oil for units with engines. Horses for mounted units. Wood for catapults. And so on. That would make own particular territory more important than others at different points in the game. Such as, an area like the deserts of the Middle East may seem poor in the beginning, but become valuable as oil becomes necessary. Also, wars won't just be about getting more territory, but instead about economic survival. This fits right in with trading.
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March 12, 2001, 05:34
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#2
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Prince
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Auckland, New Zealand.
Posts: 689
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Yes this has already been suggested. Infact, a couple of weeks ago there was a rather large discussion on a topic similar to this.
PS. How does someone that "never" posts here, become a Prince (462 posts)? Do you mean you post exclusively in the other forums?
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Give me Liberty, or give me death!
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March 12, 2001, 07:30
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#3
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Born Again Optimist
Local Time: 20:48
Local Date: October 30, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
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Oh, yes. The Off-Topic forum is a kind of posting "black hole" is soooo many ways.
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March 12, 2001, 08:54
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#4
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Guest
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You should come post there more often.
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March 12, 2001, 11:36
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#5
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Emperor
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Sep 2000
Location: The Taste of Japan
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Yeah, I've been in off-topic. My internet time is often limited so I tend to forget about these forums. So when I start reading them, I'm way behind. Also, my interest in Civ3 is so-so. I want it to be a good game, but I just don't know if Firaxis can do it. Do they even use the lists you guys produce?
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March 13, 2001, 05:11
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#6
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King
Local Time: 01:48
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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quote:

Do they even use the lists you guys produce?
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Sure! You can always find a way to use the back of 450+ pages of printed List
I ear rumor that last time Sid painted his house, he have a copy of The List in any room... on the floor, to save from dropping paint
Yin26, can you confirm this?
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Admiral Naismith AKA mcostant
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March 13, 2001, 12:50
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#7
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Prince
Local Time: 18:48
Local Date: October 30, 2010
Join Date: Oct 2000
Location: Nampa, ID, USA
Posts: 401
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March 13, 2001, 15:04
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#8
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King
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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March 13, 2001, 15:29
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#9
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Prince
Local Time: 16:48
Local Date: October 30, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
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quote:

I have visions of the guy next to the oil getting slaughtered by the guy with all the horse-mounted units early into the game because no one needed oil yet...
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Dan,
Wow, I don't think anyone here ever thought of that problem arising, and (reminder to Apolytoners above) we've discussed this issue at length! That said, it HAS been suggested by us that resources remain undetected until you've discovered the technology to use them. Wouldn't that solve your play balance problem in the above scenario?
I don't expect you can comment right now, Dan. But anyone at Apolyton (or Firaxis) interested in resources being tied to unit production, trade and infrastructure would do well to take a look at the Essential Civ 3 new feature called, "Energy."
I'm glad to see this being explored by Firaxis. Thanks for posting, Dan. Keep up the great work!
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March 13, 2001, 15:53
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#10
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King
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
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I don't think it is a problem, raingoon. In fact that is a benefit IMO. See my comment on "Eternal China" at the end of my previous post.
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March 13, 2001, 16:37
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#11
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Prince
Local Time: 16:48
Local Date: October 30, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
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Roman, I see your point as well. Resources are going to increase competition no matter when they appear, so why not sooner?
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March 13, 2001, 19:10
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#12
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King
Local Time: 19:48
Local Date: October 30, 2010
Join Date: Jan 2001
Location: Cyclo-who?
Posts: 2,995
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Well... I just hope Firaxis is sensible with commodities, and doesn't make it a trade consumed game...
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"Any shred of compassion left in me was snuffed out forever when they cast me into the flames..."
- Marsil, called the Pretender
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March 13, 2001, 19:41
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#13
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Chieftain
Local Time: 20:48
Local Date: October 30, 2010
Join Date: Nov 2000
Location: Halifax, NS
Posts: 58
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quote:

Originally posted by raingoon on 03-13-2001 02:29 PM
That said, it HAS been suggested by us that resources remain undetected until you've discovered the technology to use them. Wouldn't that solve your play balance problem in the above scenario?
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I don't see how. Consider: I and a neighbouring AI-civ are running neck-and-neck when I/he discovers the tech for seeing oil. All the little oil blobs pop up on the map, and lo and behold, he got way more of them than I did! He's now able to field a massive modern army that I can't hope to compete against *, and the game is swept out from under me by essentially a random event. I don't know about you, but I can't think of anything more aggrivating than to play a very strong game, reach a certain point in time, then whammo! I'm screwed and couldn't do anything about it.
* - if the resources are required to construct units, as suggested in this and another thread.
A need-based resource model, combined with AI diplomacy similar to what we've seen in Civ,Civ2,SMAC,CTP - increasing hostility with increasing human power - is a recipe for disaster, IMO. Bonuses/penalties are more appropriate - i.e. with oil, your tank units move 3 squares, without, they can only move 2 or take 20 more shields. That way, if I don't have oil, I'm at a disadvantage, but not helpless. Realistic? No, but what's that acronym? CIRRIC? I think I'll invoke it  .
(Now, if you're going to remove conquer-the-world from victory conditions and do a vast overhaul of AI diplomacy to correspond with that, maybe then a need-based system could be implemented...)
- Ian Merrithew
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March 14, 2001, 01:19
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#14
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Firaxis Games
Local Time: 19:48
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Join Date: Mar 2000
Location: The Metropolis known as Hunt Valley
Posts: 612
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quote:

Originally posted by DaShi on 03-12-2001 04:06 AM
I don't post here often (never), but I have browsed through many of the suggestions. Though I never saw this feature discussed:
How about to build certain units, you need to have certain resources? Uranium for nuclear weapons. Oil for units with engines. Horses for mounted units. Wood for catapults. And so on. That would make own particular territory more important than others at different points in the game. Such as, an area like the deserts of the Middle East may seem poor in the beginning, but become valuable as oil becomes necessary. Also, wars won't just be about getting more territory, but instead about economic survival. This fits right in with trading.
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I can't really comment specifically on this right now but suffice it to say that we've already stated that trade and resources are now truly intertwined with the other parts of the game, so you're free to draw your own conclusions to this =)
I will say that the scenario you just described could lead to a lot of really interesting situations and at the same time could create a lot of different playbalancing problems as well. Just reading that scenario I have visions of the guy next to the oil getting slaughtered by the guy with all the horse-mounted units early into the game because no one needed oil yet and they'd rather take his land by force than deal with him diplomatically...
Dan
Firaxis Games, Inc.
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March 14, 2001, 04:39
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#15
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Prince
Local Time: 16:48
Local Date: October 30, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
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Optimus, I really can't argue with you. It might be you're a hundred percent correct, you might be absolutely wrong. This is one for the actual play testers, if it were even to survive the design process in any form like I've suggested here. I can only say that in your scenario I don't think I'd mind it if half way through the game my rival and I drew straws and I got the short end of the stick. I'd be forced to adjust. Of course I assume there would be other avenues at my disposal...
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