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libaithewhite

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Feb 21, 2023
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i would like to see a difference between resource production and stock. if a resource gets sold abroad i should get paid in civs, if it doesn't, i should be able to get it stored for my future needs. since these are not perishable resources it would make complete sense and be way more realistic, maybe with the exception of oil, that could distinguish between unrefined and refined oil. In the game, many times you can't take full advantage of your country's gdp, because you can't use or sell but a fraction of your resources (e.g.: usa's oil). Also, there should be some fluctuation in demand and offer, to reflect prices. When the war breaks, countries with oil to sell should see a biding spree for their oil, resources shouldn't have a fixed price but there should be price variations depending on demand and offer. For every resource to be worth 8 per civ from 1936 to 1950 is utterly unrealistic, there should be a biding market instead, inspired by historical price trends, and determined by the demand of each game.
 
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Opanashc

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To store 100k Fuel, you need to use up 1 building slot. How much storage metal/chromium/aluminum would 1 building slot store?
Devs got rid of storage for specific reasons.
 
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HugsAndSnuggles

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To store 100k Fuel, you need to use up 1 building slot. How much storage metal/chromium/aluminum would 1 building slot store?
Assuming we keep things consistent, it should be about 2k. Not that I think it would improve game any: shortage of resources is the whole point of warfare.
 

marcelo r. r.

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- Storage can trivialize lots of things.

- i hardly see the situation where have late shortage of resource that u iniatiale overproduce. I see it only when playing GER and snowball mils, and overproducing over-expensive tank models/ships(metal) or aircraft(aluminum).