Quote:Original post by Wavinator Have you just had an economics class? My buddy just did, and now whenever I mention resources for empire games he brings up this distinction. :) |
Yes, I took a few economics classes in college, and I've studied it in my spare time as well. :)
What I want to do with my game is try to get away from the interstellar-empire motif. While it's certainly fun, there are other ways to approach a game like this. That's why I want to have a fairly realistic economic model -- I don't want it to be a typical tax-and-spend strategy game.
Quote: What do you think about Civ3's approach? In case haven't played it, you have (generally) money as the main resource, but then you also have peripheral resources that enhance the immersion. Mostly I think they break down to affecting either happiness and unit production. Dyes, incense and gems, for instance, if you have a road to them or a colony over them, generate happiness for your people, or can be traded away to other civs. But they're only a bonus, you don't have to have them. If you want to spend the money on buildings or general luxury, or assigning individual groups of people, you can do that. |
Sadly enough, I haven't played it yet. :( It sounds like a very nice approach, though!
Quote: Strategic resources are the most interesting. You might scour the map looking for coal deposits so you can create ironclads, or saltpeter for rifleman. If you don't have it, you don't get the unit. But you can still fight on, just with a different strategy. What's interesting is that strategic resources cause you to behave just like real nations: You might annex territory, or expand defensively, all to protect your access to what your nation needs to survive. |
Yes, strategic resources sound like a good thing to implement. One example of such a resource for a space strategy game (at least early on) would be helium-3, as it's very useful for powerful yet safe fusion reactions. :) Another example could be black holes for power generation.
Quote: I think you can get very specific with resources, but only if you have gameplay in place that allows players to ignore the details from time to time. Sometimes in Civ I just want to spend my way out of a problem and not worry about how much dye or oil I have. |
Again, flexibility is the key here. :)
- Rob