Ganryu
Money isn''t the only thing that helps a country build its war machine. Look at Japan in WWII. They were essentially forced to fight America because of a lack of oil and America did not back down on its embargo of oil. Japan also invaded China primarily for more natural resources. There really is only one resource worth having...good land. From this everything else springs, arable lands to yield good crops that yield a healthy populace, enough land to house that populace, and enough natural resources like fuels and minerals. One thing that is neglected in most games is an "education" resource.
I think the problem of resource management is two fold:
1) managing your economy and industrial capacity to support the war machine.
2) Then when you have enough materials and manufacturing capacity, you have to worry about building units while you are fighting.
To deal with the first problem, I''m not really sure who thought it would be fun to have to micro manage "harvesting units", but it''s a pretty stupid concept if you ask me. Get rid of harvesters entirely and subsume them into other buildings. There are really several steps to manufacturing (and this is incredibly simplified of course). First you gather the raw materials necessary (the harvesting part), then you refine the raw materials into something useful (wood gets turned to lumber, ore gets refined into metal sheets or rods, etc etc.). These refined materials are then used by manufacturing facilities to be turned into complex materials. Where I think games tend to go overboard on the management part is having to build several types of buildings in order to create certain types of units. For example, you need to build barracks, archer ranges, stables and squires to build cavalry archers for example.
I think one possible solution instead of this "tech tree" style solution is to have ratings in skill and technology. If you have the skill base and the technology, then it is assumed that your generic "barracks" can produce cavalry arches instead of having to command your units to build a new building everytime. While its true that sometimes new buildings will have to be built for new unit types, I think this can be "built-in" to your city centers.
Actually I just realized this begs another question and one that I took for granted. In my view of a strategy game, everything is on a MUCH larger scale than most other games. Think Masters of Orion or Imperium Galactica instead of the traditional style RTS''s like Starcraft or C&C. Just as a military is composed of several elements and defined by several characteristics, so too is a country (or faction as I prefer to call them).
1) Natural resources including (but not limited to) Arable Land, Size, Fuel, Minerals
2) Soft resources: Technology (the knowledge to create devices), Education (the amount of people able to utilize technology), Skilled (the
3) Hard Resources: Gathering centers (farms, mine shafts, oil drills), refinement/processing centers, manufacturing facilities.
That seems obvious of course and almost all games have this. However, most RTS games make you explicitly create each kind of manufacturing facility so that you have one kind that can produce tanks, and you have to explicitly build another kind for infantry. What if unit creation worked the other way around? Instead of having to create the buildings to create the units, you simply "requested" what kinds of units you wanted, and then an industrial/military complex "manager" built them for you?
I''m not keen on the idea of having physically seperate manufacturing centers or refinement centers that are specifically targetable. In the real world, these facilities are located in cities (most of the time) and you capture or destroy the city to stop production. This is what I meant earlier by scale. In other words, cities become almost like characters in that they hold valuable resources that need to be defended. In essence, what I''m proposing is having "City Managers". Instead of trying to find an area on the map to build your manufacturing centers, City''s have a list of what they contain, and what they are able to produce. As the player, you simply request what you would like to build and the City''s will comply as they are able to, and if they do not have the capacity to fulfill the request, the player will be informed where the weak link is.
I think if you use resource management by dealing with tables rather than specifically trying to pick what units to build and where, it simplifies things a great deal. And instead of figuring out what types of building you need to create, you look at certain "ratings" and determine if you it is possible to create the unit you want (or in the quantity you want)
Hope that all made sense, for some reason my brain seems cloudy today
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley