Originally Posted by Zergrinch
I think the finite thing means that one resource can support only one unit that it gives access to. For example, if you control 1 iron, you can only have 1 swordsman. No more, till he croaks.
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No, not quite. From my reading of the article, strategic resources are now more akin to Starcraft's supply depots/overlords/pylons: each instance (such as an iron mine) allows you to field X units that have it as a prerequisite. Keep in mind that it is possible that some high-end units might count double or triple for these purposes.
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As for hexes, I'm ambivalent about them. Certainly they're pushing you towards less units (finite resources plus 1 unit per hex) so ... I guess letting cities be surrounded by less units (6 against 9) is their adjustment for the inability to defend cities with stacks of doom.
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Honestly, I think the transition to hexes is long overdue given their gameplay benefits (such as better modeling of radial effects), and am surprised that most tactical RPGs (Operation Darkness, for example) haven't switched over yet. The reason for the persistence of grid maps in this setting puzzles me.
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