First of all, the "local resources" model people on the forums keep asking for and what existed in 1G aren't even remotely the same thing. 1G didn't require resources at all, they provided a speed boost, and they provided that speed boost to connected places. It wasn't particularly "local", and there wasn't any stockpiling or limits, or even requirements.
This is disingenious. 1G did have requirements, they were just giving a single resource by default. If this is really your problem, all you have to do is lobby for a resource to be set to 0. I actually liked the system because it reflected that you could in fact get things on an open market in a very small amount. Also, how many fans do you know of the Civ4 global resources where if you don't have oil you might as well quit?
There's several pages in two threads about what makes the new system better then the old system.
I've not really seen any supporting elements for global resources, I've seen a lot of people talk around it by talking about speed, resource limits, or detroit. Lets have a real discussion about global vs. local resources like the old discussion.
"Consider this, I never saw that many complaints about your economic model in 1G or earlier just some of the specific content implementations."
You must not have been around during the first economics discussion.
I see you're not about to deal with the question either. Where are the complaints about the old model?
Second, you might want to re-read that old thread. I was for camp 3.
Third, lets revisit that thread again because this "global resources" is completely against everything that was argued for back then. Honestly it seems like right now Stardock is giving a "fans be d***ed" approach to what people have asked for with economics. Obviously they think it is a great idea, but they don't seem to be selling a lot of us on it.
TBH, the second beta 2 hits this discussion will end, if not before.
What are you willing to bet on that statement? Will you support them going to a different system if it doesn't?
What I've really yet to see is an explanation of what the local resource model actually adds in gameplay that the 1Z system can't do (aside from extra micro).
I'll give you two big ones:
#1) Tactical decisions regarding city placement. Having a choice that matter makes you care. This is what strategy games are about.
#2) Better immersion through more realistic gameplay. P.S. A good reality model doesn't necessarily have to be super complex. I have at no point argued for a "complex" model whether in the old economy discussion or this one. I've always wanted a realistic one that offers meaningful choices.
We've already got the ability to blockade, we've got resource scarcity if the numbers are tweaked right, we've got rare resources, we've got pretty good trade options.
This is a great argument AGAINST the global resources, because it isn't adding any of these things that we didn't already have.