First part:
Second part
Now we develop a concept of Bonus Resource Oligopolies. Since bonus resources cannot be imported, exported, or duplicated. They have a much lower threshold (as well as having a >= operator instead of a > operator) and multiple civilizations can acquire oligopolies of a resource type as opposed to only one civilization being allowed to have a monopoly on a resource type.
Spoiler :
Hi
let's say for a modmod purposes and intent.
There was Bonus Resource monopoly. Why? Well, I don't really like improving bonus resources outside of workable tiles especially if I can't settle a city to work it and every other resource has a reason to be improved even if they can't be worked.
So I offer Bonus Resource Monopoly. They don't serve as a conventional monopoly because policies like Exploitation do not boost them nor can they be banned in the World Congress like strategic resources cannot be. Most importantly, they don't serve prereqs in establishing a Corporation. this is totally intended and not because bonus resource monopoly cannot be just added to the monopoly table conventionally
Because they're not conventional monopolies, they don't need to have a 25% or 50% threshold of acquiring their bonuses. Now isn't it an oxymoron to have a monopoly at 10% or even 20%? Sure, but it works out significantly when some bonus resource like Fish outnumbers many while some like Rice only exist in 4 of the world. Thoughts?
let's say for a modmod purposes and intent.
There was Bonus Resource monopoly. Why? Well, I don't really like improving bonus resources outside of workable tiles especially if I can't settle a city to work it and every other resource has a reason to be improved even if they can't be worked.
So I offer Bonus Resource Monopoly. They don't serve as a conventional monopoly because policies like Exploitation do not boost them nor can they be banned in the World Congress like strategic resources cannot be. Most importantly, they don't serve prereqs in establishing a Corporation. this is totally intended and not because bonus resource monopoly cannot be just added to the monopoly table conventionally
Because they're not conventional monopolies, they don't need to have a 25% or 50% threshold of acquiring their bonuses. Now isn't it an oxymoron to have a monopoly at 10% or even 20%? Sure, but it works out significantly when some bonus resource like Fish outnumbers many while some like Rice only exist in 4 of the world. Thoughts?
Second part
Now we develop a concept of Bonus Resource Oligopolies. Since bonus resources cannot be imported, exported, or duplicated. They have a much lower threshold (as well as having a >= operator instead of a > operator) and multiple civilizations can acquire oligopolies of a resource type as opposed to only one civilization being allowed to have a monopoly on a resource type.
Resources | 20% (Local) | 40% (Regional) | 60% (International) | How much is spawned (Easiness to Acquire) |
---|---|---|---|---|
Fish | +1 Science on all Fish tiles. | +1 Food to Ocean tiles (excluding Coasts). | +10 Science to all Coastal Cities. | Abundant (Hardest) |
Deer | +1 Food on all Deer tiles. | +1 Empire-wide Happiness. | -5% Culture Cost of all future Social Policies. | Abundant to Common (Hardest to hard) |
Stone | +1 Golden Age Point on all Stone tiles. | +25% Tile Improvement Speed. | +5% Production to Stone Works. | Common (Hard) |
Maize | +1 Gold on all Maize tiles. | +3 Gold in all Cities. | +4 copies of Oil. | Uncommon (Medium) |
Bison | +1 Food on all Bison tiles. | +1 Empire-wide Happiness. | +4 copies of Coal. | Uncommon (Medium) |
Wheat | +1 Food on all Wheat tiles. | +3 Food in all Cities. | +4 copies of Oil. | Uncommon (Medium) |
Sheep | +1 Food on all Sheep tiles. | +1 Empire-wide Happiness | +4 copies of Coal. | Uncommon (Medium) |
Cattle | +1 Food on all Cattle tiles. | +1 Empire-wide Happiness. | +4 copies of Coal. | Uncommon (Medium) |
Bananas | +1 Gold on all Banana tiles. | +10% Yields from Trade Routes (International and Internal). | +1 Max Trade Route | Rare (Easy) |
Rice | +1 Production on all Rice tiles. | +2 Production in all Cities. | +3 copies of Oil. | Rare (Easy) |
Last edited: