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BNW Resources

Nuts, if I remember correctly in antiquity only those with royal blood were allowed to eat them. Even now there is a ton of different types of those and all are relatively expensive. It is surprising that nuts are not in the game already, same goes for rice and corn. Rice is basic for Far East, so is corn for Native Americans. Not sure which should be luxury / strategic / standard, but I would like to see those:
- Nuts (a true luxury)
- Corn
- Rice
- Tea
- Coffe
- Tomatoes (have you ever meet anyone who does not like tomatoes?)
- Opium
- Ruber
- Tobacco (half the world is addicted to god damn cigarets)
- Beer hops (it is very strange that in world of Civilization breweries do not exist, alcohol was always important for numerous purposes)
- Sulphur (gunpowder?)
- Honey
- Ambers and shells (especially now with tourism)
- Wool (because textile industry is shallow with just silk and cotton)
- Herbs (there are spices and dyes, but what about medical ones)

A lot of those I mentioned could or even should be just tile improvements, sadly they are not :D. They could also expand the idea of turning raw materials such as cotton into textiles, this would create slots for Arabian horses or bronze. On the other hand, this could add more complexity without necessarily adding depth. I do not know... I do not know... >_< So many possibilities!
 
without the health mechanic, adding bonuses just adds flavor and lore. Nothing of substance. We need things that affect game play. I fear this is one for the mods.

The health/pollution mechanic needs to be brought back for more immersion and game play mechanics. Or corporations.
 
^ Well, the ones I usually suggest are more than just flavor - they do affect gameplay.

Rice gives food to marsh tiles.
Rubber gives production to jungle tiles (without having to cut them).
I've resisted even things like Potatoes, which would give food on hills (same as sheep). I suppose you would farm it, though, which would make them different.

Was talking about Steel and such attributes needed etc. But Oil would also play a factor and so forth.

Well, you specifically mentioned rubber as a secondary resource that requires other resources. It's a natural product, which is why I disagreed with you. I agree about steel because steel is a processed iron. But rubber seemed different.
 
^ Well, the ones I usually suggest are more than just flavor - they do affect gameplay.

Rice gives food to marsh tiles.
Rubber gives production to jungle tiles (without having to cut them).
I've resisted even things like Potatoes, which would give food on hills (same as sheep). I suppose you would farm it, though, which would make them different.



Well, you specifically mentioned rubber as a secondary resource that requires other resources. It's a natural product, which is why I disagreed with you. I agree about steel because steel is a processed iron. But rubber seemed different.

Oil ---> Rubber for tires etc. Some components at least.
 
You need oil for tires, but you don't need rubber for factory belts, etc. Believe it or not, the Belgians didn't colonize the Congo to help their auto industry.
 
Rice, Rubber, Tea, Jade would all be nice. Opium is very controversial and unlikely to make it, despite its clear historical importance.

What I look forward to most though, is having each luxury resource also give bonuses. Citrus, for example, should allow ships to heal faster while at sea, and even faster while in a friendly city. Salt should give all bonus food resources an additional food or gold. Copper should give all Ancient and Classical Age units bonus defense and attack. Etc.
 
While your idea has awesome potential I don't think that it is viable, because with all of the different resources we have it would be a huge balancing problem, and some resources are very difficult to find bonuses for: Truffles? What would silver do that gold doesn't?
 
Well, it's just odd that Marble gives the +15% to wonder construction, while the other Luxury resources do nothing except open up some new buildings. I think Silver and Gold could potentially have the same bonus. Truffles should increase the generation of Great People. Because they are so rare. Or something. Or maybe Cacao should do that, due to scientific research saying consuming chocolate makes you smarter (?) or some such.

I don't think there'd be huge balancing problems. The bonus would be minor, and would make deciding to trade certain luxuries more interesting. Right now it's very simple and dull trading luxuries.
 
Just allow exotic resources like Gold, Truffles to affect tourism somehow...?

I don't think Firaxis has it in their new player guidelines to bring back health/pollution alas alos bring back consumable commodities like rice, wheat to be subject to trade like in IV. Unfortunately.

Oil in tires could benefit say another pure manufacturing resource, Luxury Cars...
 
Rubber, Rice, Jade , Platinum, Tea, Coffee, Coconut

Since water is getting kinda sucky? Shellfish and Shrimps?
 
Water could do with more bonus resources to give a bit of variation - I never understood why Crabs were make a lux in the firts place, don't seem very luxurious to me, and more likely as a bonus resource.

I know Strategics play a role when calculating value of trade routes, but will Bonus resources also influence this, or are they once again neglected to be unimportant?

As for special abilities to each resource - many of them already have associated buildings (Circus, Forge, Stable, Mint, Monastery, Granary, etc.) - which is great, we need more special buildings. Spice Market could relate to Spices, Sugar and Salt, a Loom/Taylor could relate to Silk, Dyes, and Cotton, the Garden should give bonus on Citrus and Banana as is already made in some mods, so more along these lines would be nice.
 
^ Well, the ones I usually suggest are more than just flavor - they do affect gameplay.

Rice gives food to marsh tiles.
Rubber gives production to jungle tiles (without having to cut them).
I've resisted even things like Potatoes, which would give food on hills (same as sheep). I suppose you would farm it, though, which would make them different.

So you basically want wheat on marshes then? Sorry, but it doesn't really alter gameplay. It's just something to spice the flavor up.

Add specific bonuses. I get that balance issues arise from this. I am a Starcraft player, we can go on all day about balance. But otherwise, there is no real reason to continue to add redundant luxuries, some of which don't even end up in standard games.

It's not like every civ is balanced. The map and starting location can leave some civs with no chance. And bias starts are exactly that. I'd propose some other perks.

1. Citrus: Free Health promotion for all oceanic units (Naval units only not embarked).
2. Copper: Bonus of spearmen/chariot production.
3. Rubber: WWI units receive production bonus
4. Salt: Preservation of food after growth (stacks on top of aqueducts) until refrigeration.
5. Gems: Extra +1 happiness

Things of this nature.
 
There's no point adding luxuries unless there's not enough for large maps at the moment, and there's no point adding new bonus resources unless they do something different, or there being multiple resources that do the exact same thing actually had value (like there being bonuses for diversity).
 
Well, crab meat is delicious. That said, lobster would be a more logical choice for a luxury, with crab changed to a bonus resource.

Lobsters, sea urchins, sea cucumbers, abalone. Crab could stand in for king crab, which is a luxury. There is a slightly smaller version of the Alaskan king crab near the waters of Russia and Japan. Supposedly, somebody (Russia?) introduced it to the Baltic region, where it is being considered an invasive species. I don't know why that can't be fixed by eating more.
 
Crab IS delicious. It's so rare to see where I live (In Canadian Great Lakes), I almost wish I lived in Maryland or some place since I do miss the crabs.
 
There's no point adding luxuries unless there's not enough for large maps at the moment, and there's no point adding new bonus resources unless they do something different, or there being multiple resources that do the exact same thing actually had value (like there being bonuses for diversity).
Where's that can-do attitude, Sam? :)

Trade routes do indeed offer bonus gold for diversity in terms of resources. More resources means more choices in setting up trade routes.
 
rice
tobbaco
ganja
ganja
ganja
ganja
ganja
hemp
ganja
hemp

HAHAHAHAHAHAH!!!
 
As for strategic resources, I was thinking for something, that could be used to speed up buidling productions (except of Wonders), maybe charcoal (rarerly gathered by used sawmills) or peat from swamps.

Of course, gathering and using them would require some kind of technology, and each of the resources wouldn't give too much production, maybe something like chopped forest tile.

I also hope that there will be not too much resources, which will require plantation (coffee, tea, etc.), because soon there could be 20 of them in game.

I think that amber is interesting option, it should spawn on the coast, and the famous Amber Road from Baltic to Mediterranean Sea (which was covering some of Civ nations, Poland for example) and it would be as well related to trade routes feature.
 
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