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Original post by Grim
Actually, it annoys me in some RTSs that if you build the wrong building in the beginning (e.g. in AoE use all the wood to build houses), you for all practical purposes lose.
Settlers 3 had this. Unlike Settlers 2, which kept some resources for emergencies - so you''d always have enough to build a woodcutter, quarry and sawmill - you could easily run out of resources with which to build those buildings.
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I think you should be able to chop wood (or whatever resource collecting you wish to do), pile it up temporarily (with no warehouse whatsoever) and would never ever have to build any storage buildings. Of course anyone could steal the resources this way, or they could rot more easily, so it would be a good idea to build warehouses, but you just didn''t have to.
This is quite true. No hut is logically required for chopping wood. You don''t even need a trained woodcutter. Hell, you don''t even need an axe or saw, you can down trees with fire; although it takes longer, of course, and you probably end up with less usable wood.
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Also, what''s the difference between a woodcutter''s hut and a stonemason''s hut? In reality? Actually there might be no difference (in the architecture, that is), so why not just have generic buildings of different sizes and materials and have the purpose be determined by the occupant. For example, you could have:
- small wooden building with a villager inside: house
- small wooden building with a military training unit inside: light barracks
- medium stone building with a veteran trainer inside: heavy barracks
- medium stone building with a guard inside: prison (for captured enemies, for instance)
- huge stone building with a nobleman inside: castle
Or something like that. You could have a lot of different models for buildings and have a flag or some kind of a guild sign (or tools etc, e.g. a blacksmith might have an anvil outside the building) to graphically show what is the purpose of the building. For special buildings (which look much more different) you could of course have separate models, but most would be pretty much the same. This way you have more choices: the size would determine how many workers/resoucres you could put inside the building, the material would determine how much damage it could take etc.
I like this one a lot. It has several interesting features. Firstly, and most importantly, it allows you to reuse buildings when the original occupant is redundant. The opposite is what we see in most games: upgraded buildings are built next door to the old buildings. In reality, new soldiers would be trained in the same barracks as old soldiers, because buildings are expensive to build.
It also allows for the possibility of upgrading the materials from which a building is constructed: you might fortify your buildings on the front line, taking stone from buildings on the other side of your teritory.
I had an idea which was rather like this, but at the primitive end of the scale. Instead of having permanent buildings, your army had tents which it would set up near where it was doing battle. Permanent buildings would then be quite rare: stone huts to house the command centre; or if you captured a town you could set up your smithy/armourer/whatever in that town''s buildings.
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However, I personally have a strong dislike to symbolic representation of things in games like RTSs. In a game like the original Civilization, where the whole system is symbolic (it''s turn-based and clearly the units on the screen even look symbolic, since they are represented in simplified symbols) I wouldn''t mind this, but it feels so out-of-context when you have clearly individual soldiers with a bit of personality (they say things like "yes sir" or in scripted scenarios even something more complex) and realistic graphics for the terrain (ok, maybe not that realistic, but still rather non-symbolic). All this is on a very concrete level, but then you are hit in the head with all this symbolism: the gold isn''t gold, it''s generic currency; the berries aren''t berries, they''re generic food; you can''t walk in forests, because "not walking in forests" represents the difficulty of moving through forests etc.
Symbolism does appear out of place in many games, I agree. I''m cool with Civ, since it isn''t an RTS. However, AoE and the like use symbols which don''t obviously represent the thing they are symbols for.
In the real world, no amount of currency can cause a Hand Of Nod to rise from the ground, no amount of food causes a civilisation to progress to the iron age over night.
Paying for mercenary forces, or to fly in men and equipment, is reasonable. Having berries represent generic gatherable food is reasonable.
Another thing that seems obviously wrong is timescales. We are expected to believe that a castle can be built in the time it takes to walk what looks like a few miles. Using prebuilt structures/tents/advanced technology/magic helps with this, but many games simply choose to imagine that castles were built in hours rather than years.