Pooled resources and population jobs
Posted: Mon Nov 25, 2013 5:07 am
I've been watching the "Let's Try" video by quill18 and just wanted to say that I really love this mechanic. I always found it strange that games like civ treated each city as needing to be self-sustaining, when in reality any civilization will have regions that are for example net producers and exporters of raw materials but do not do any actual manufacturing, while other areas will receive these resources and act as production centers. The same with food being grown in some regions/countries and then being transported to others rather than every city relying on it's own immediate terrain.
Haven't bought the game yet as I am waiting for a Steam release.. but this has made me very excited, and I wanted to say good job to the devs for coming up with something quite intuitive!
I did have one question - is it possible to trade these resources? So if I for example has found myself in an area with a lot of high yielding mining resources, could I build up an economy based entirely on focusing on mining these and exporting to other civs (i.e. real world Australia)? Or alternatively could I trade these resources for food which I may have less access to in my surroundings?
Cheers
Haven't bought the game yet as I am waiting for a Steam release.. but this has made me very excited, and I wanted to say good job to the devs for coming up with something quite intuitive!
I did have one question - is it possible to trade these resources? So if I for example has found myself in an area with a lot of high yielding mining resources, could I build up an economy based entirely on focusing on mining these and exporting to other civs (i.e. real world Australia)? Or alternatively could I trade these resources for food which I may have less access to in my surroundings?
Cheers