Thread Tools
Old October 18, 2001, 16:13   #1
Sandman
King
 
Sandman's Avatar
 
Local Time: 15:51
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Just one more thing
Posts: 1,733
Do shields still make sense?
Ok. In civs 1 and 2 important commodities like wood, stone, metals, oil and uh.. whale blubber were abstracted as resource shields. Prime sources were forests, mined hills and bonus squares.

Now we have strategic resources: Horses, iron, saltpeter, coal, oil, rubber, aluminium and uranium. These are strategic because of their relative rarity compared to wood and stone.

Now the shields only represent wood, stone and some less used metals. These are pretty common as well. This is acceptable for buildings ( although how much stone and wood does a barracks need? ) but it makes little sense for units.

Consider two cities, X and Y, that are ordered to construct knights. Both recieve iron and horses from the trade network. City X has two hills mined, city Y has little in the way of hills and forests. X can produce many more knights than Y ever could. Even if Y is much bigger than X, and is receiving the most crucial resources, it will still fall behind in production. This is clearly a nonsensical situation.

My alternative would be a system which took into account the population as the main factor behind production. Other factors could include happiness, education, factories, and government type.
Sandman is offline  
Old October 18, 2001, 16:16   #2
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 16:51
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Actually shields represents the labor working on gathering the building materials and putting them together as well as the building material itself.
__________________
ACS - Technical Director
Gramphos is offline  
Old October 18, 2001, 16:39   #3
Sabre2th
King
 
Sabre2th's Avatar
 
Local Time: 10:51
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
Gramphos is right there, but you also have to consider that it's a game. Things like that are abstracted just to keep the game from getting too complex. Certain levels of complexity just aren't as much fun.
Sabre2th is offline  
Old October 18, 2001, 16:41   #4
Lorizael
lifer
NationStates
Emperor
 
Local Time: 10:51
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
Well with the Forced Labor that Dan mentioned, it appears that shields are based somewhat on the labor of your citizens. I still think building military units should affect your population though.
Lorizael is offline  
Old October 18, 2001, 18:37   #5
Faboba
King
 
Faboba's Avatar
 
Local Time: 14:51
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Scotland. I can't be more specific else they'll find me.
Posts: 2,277
Nope, In my opinion sheilds stood for what they always claimed to be - production. That is why sheilds were impoved with power plants ( which is really LESS labour for the citizens surely )

Sheilds represent the ammount of work able to be produced ( sounds strange I know when you talk of getting work produced by mountains............ when you think about the whole shields thing it is strangely complicated )
__________________
A witty quote proves nothing. - Voltaire
Faboba is offline  
Old October 18, 2001, 19:37   #6
Lorizael
lifer
NationStates
Emperor
 
Local Time: 10:51
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
Here's the problem.

Cities were built when technology was advanced enough that not all of the people had to be farmers. Therefore, specialists should be more common then they really are.

Most, not all of your people should be farmers. And then a few people (this number would of course increase as techonology increased and your population expanded) could be laborers, who giveyou production, scientists who science (duh), merchants, traders, that give you money, and craftsmen who give luxuries.

Now the farmers would mostly get food, but some tiles could give you extra things (now represented by special resources). I think this is probably the best way to do it, but probably gets away from the Civ system too much.
Lorizael is offline  
Old October 18, 2001, 19:46   #7
dainbramaged13
Trade Wars / BlackNova Traders
King
 
Local Time: 10:51
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Dumbass
Posts: 1,096
First of all, its a game.. second of all, have you heard? its shipping in 2 weeeks!
__________________
And God said "let there be light." And there was dark. And God said "Damn, I hate it when that happens." - Admiral
dainbramaged13 is offline  
Old October 18, 2001, 19:53   #8
Lorizael
lifer
NationStates
Emperor
 
Local Time: 10:51
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
Quote:
Originally posted by dainbramaged13
First of all, its a game.. second of all, have you heard? its shipping in 2 weeeks!
Whoa, whoa, this game is gonna rock as is! But I doubt it will be perfect. We're just coming up with ideas, Civ III wouldn't be here without ideas...
Lorizael is offline  
Old October 18, 2001, 22:18   #9
CygnusZ
Warlord
 
CygnusZ's Avatar
 
Local Time: 14:51
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 289
It's not a bad idea, but then wouldn't the crawler abuse that was utilized in Alpha Centauri become rampant in the Civilizaiton series?
CygnusZ is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:51.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team