benefit of certain resources to low

So maybe the should be a few plantation buffs in the tech tree. I think and extra food and an extra coin, placed on the "naval" tech branch ( you make money by shipping this stuff).
It won't solve all the problems, but a small boost here and there would be nice.

Slavery civic and plantations seem like a natural, I think one extra hammer.

Just an idea, maybe good or bad?


yeah, that would be a good start. give plantations a buff later on like farming get one.
 
Don't know if anyone mentioned this (I only skimmed through the thread), but perhaps plantations, quarries, pastures, and camps can improve with techs (like cottages, farms, and mines do). That way the resources don't give out too much benefit early on, but they scale in relation to the other improvements. Some of the resources also need to be rebalanced in relation to each other.

On another note: why don't mana nodes give any yield benefits? Would be nice if they gave some extra commerce, considering they take up an improvement slot that would otherwise go to a farm, cottage, or mine.
 
I gave some mana nodes a boost in my modmod I probably will increase the benefit with higher techs on the magic line once I finally get the next version out.
 
All of the resources have their special merits (especially the plantation-resources all are special in a small way). I have mentioned it in full length in some other similar thread but am to lazy to go on search for it now or write it all again (if someone would take the effort, I'm sure some might appreciate).
(Cotton is in the open for example and doesn't need calender to benefit from if settled on i believe. So that can be a real big plus unlike most other of those.)
Also nothing bad with a cottage put on those often clumped cotton-fields + trade is always an option.

That might have changed now with the going of breweries (the new national brewery still gives the grains a little beef) but it was true before. Reagents might have suffered seriously though (haven't they lost something in the axing of compassion, line or the likes or am i getting that wrong?). But still an important strategic resource in a way...
 
in my opinion, resources should be something special, not unique features, but still, something special. bananas for example, with plantation 5 food, with a farm up to 6 food. it just shouldnt be that way. plantation should at least give 6 food as well, even better 7.
 
Personally I've got no problems with resources the way they are, but if you're considering for a tech to boost (Marble) Quarries, maybe Engineering or Machinery could give +1 Hammer representing more sophisticated extraction and building techniques.

Plantations could be affected by any techs that affect farms such as Agrarianism and Aristocracy which would fix the food disparities.
 
Without guilds/corporations to provide a benefit to having multiple copies of a resource type, we need to be sure that the resource has plot-benefits when used "as intended". This helps the AI as well as justifying the resources existance. Trade for other resources is one thing, but I don't think it adds up enough in a typical game to justify multiple copies.

If a Banana farm is just all-round better than a banana plantation, that is not so good. (I need to check, is the coin the same?) The various options ought to produce results which are comparable, especially if they produce interesting choices (do I pick the more-food option or the more-money, resource-to-trade option?)

Of course it might be nice if there was some global, gentle corporation-like effect. So if a civ has more than one of *any* type of resource they get +1 gold per extra, or a trade route % boost or similar in *all* cities. If you have tons of bananas, economies of scale come in and your empire benefits. This avoids serious imbalances I think, and means that second Marble has some benefit even it it isn't immediately obvious, and it is not directly comparable with building a mine or farm in the plot instead (sure I get extra X or Y or Z in the city, but the empire overall doesn't get the N gold per turn creating the intended resource-gatherer would)
 
marnok definitely has a point here, resources with the right improvement on it should be superior. and I do agree that some balancing would be nice.
 
Bananas are nice when you're *not* running agriculture and there's no fresh water nearby to farm it. They are situational, and are good early on. Plus +1 health never hurts.
 
[to_xp]Gekko;7636238 said:
marnok definitely has a point here, resources with the right improvement on it should be superior. and I do agree that some balancing would be nice.

This is what I've tried to do with MEM. ;)
 
It's mostly plantation resources that lack some punch.
Why not simply make all those boosts on farms affect plantations too?

In the same spirit, quarries could get all bonuses that mines get.

That should help keep those improvements on par with what you'd build there instead.
 
[to_xp]Gekko;7636238 said:
marnok definitely has a point here, resources with the right improvement on it should be superior.

This is the key to this thread IMO. Nobody would argue against the health bonus from a plantation banana over a farmed banana. The problem is that you only need 1 banana in your entire empire to get the health benefit. And that banana doesn't even need to be in your city's working tiles. When I play, I only use plantations within city tiles when necessary, as a farm or cottage is usually a better choice, and that's not right.

Also, mana tiles need some love too. They are so important to have within your borders, but they are one of the worst tiles to have within your cities.
 
Top Bottom