Checking in from the dev team: next update coming later this month!

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I thought that all was PLENTY incentive lol. Now they are adding a 4th benefit

4. Empire resource bonus effect

It also doesn't make a ton of sense. Spices now give a X% benefit to my whole empire once I start working them - but then I still have to ship them every 7 turns for a gold benefit? What am I shipping? How are the spices getting there outside the treasure fleets?

Have you seen the confirmed list of future leaders? A Pirate dlc is guaranteed

Eh, I don't think there's any confirmed Pirate dlc. There was info found about potential pirate DLC/leaders from data mining game files. But iirc there was indication of a Italian City State civ (Genoa) in the Civ 6 files that never came to pass...
 
It also doesn't make a ton of sense. Spices now give a X% benefit to my whole empire once I start working them - but then I still have to ship them every 7 turns for a gold benefit? What am I shipping? How are the spices getting there outside the treasure fleets?



Eh, I don't think there's any confirmed Pirate dlc. There was info found about potential pirate DLC/leaders from data mining game files. But iirc there was indication of a Italian City State civ (Genoa) in the Civ 6 files that never came to pass...
Maybe a Distant Land Treasure Resource can give an Empire benefit effect that only boosts Distant Land Settlements
 
Regarding resources, it's important to keep in mind there the game is heading. FXS wants to achieve symmetrical play where players could start in any hemisphere. Or, in multiplayer, all starting positions could be taken by players. What it means is - regardless on which part of the world you start, you'll have some resources, which are considered treasure by the other part. So, to not make those resources useless for you, they need to have some effect attached to them.

Also, the whole thing of adding more resources and changing their distribution is also move in the same direction.
 
One way I could envision treasure resources working in a way that still involves treasure fleets would be effects that scale with the amount of times you've returned it to the home continent. Initially it might only provide a small empire bonus, but by exploration age it could have surpassed home empire resources in strength.

Only issue is imo it'd make their eventual effectiveness even more dependent on how quickly you can get to shipbuilding.

Also occured to me, one more turn is gonna mean we can finally use thermonuclear devices too :devil:
 
One way I could envision treasure resources working in a way that still involves treasure fleets would be effects that scale with the amount of times you've returned it to the home continent. Initially it might only provide a small empire bonus, but by exploration age it could have surpassed home empire resources in strength.

Only issue is imo it'd make their eventual effectiveness even more dependent on how quickly you can get to shipbuilding.

Also occured to me, one more turn is gonna mean we can finally use thermonuclear devices too :devil:
That would be interesting since it would be a quadratic type effect….
but it also wouldn’t benefit native users.

What I could see
Each Treasure resource provides
a per turn bonus to settlements in its own land
And
a one time lump sum bonus for each time it is turned in to the other lands.
 
That would be interesting since it would be a quadratic type effect….
but it also wouldn’t benefit native users.
Solution would be have any treasure resource have a 'full' effect for civs who have this continent as the homelands versus a 'per treasure fleet' effect for foreign civs, which would work both ways for both continents.
 
I'm assuming a treasure resource has the global effect on its home region while acting like the current treasure resource in its distant region? You either get the empire wide boost or you don't get it but you can score points/gold?
 
I wouldn't expect any overcomplication of treasure resource effects. The quote is:
Speaking of Treasure Resources, they now provide passive effects (like Empire Resources). We wanted to make sure Treasures feel valuable even outside of generating Treasure Fleets

So, I expect them to work just like that. You build plantation on Tea - you add Tea as empire resource and it grants bonuses like other empire resources. If settlement is capable of producing treasure fleets, it will also produce them, but it's totally independent from bonuses this resource provides.
 
This one IMO was unnecessary tho:

“Treasure Resources now provide passive effects (like Empire Resources). We wanted to make sure Treasures feel valuable even outside of generating Treasure Fleets.”

We are already getting

1. Distant land military legacy points from the town
2. Treasure legacy points from the treasure
3. 100 gold per treasure point
Disagree strongly, I tend to ignore the legacy paths until modern era and just "play Civ" so really welcome this change.
 
Regarding resources, it's important to keep in mind there the game is heading. FXS wants to achieve symmetrical play where players could start in any hemisphere. Or, in multiplayer, all starting positions could be taken by players. What it means is - regardless on which part of the world you start, you'll have some resources, which are considered treasure by the other part. So, to not make those resources useless for you, they need to have some effect attached to them.

Also, the whole thing of adding more resources and changing their distribution is also move in the same direction.

I get that, it just makes more sense to me to revamp the whole mechanic in general to focus on "distant lands trade routes" instead of a few specific resources being "treasure resources" that work for the legacy points and then everything else just being "normal" resources that work by normal trade routes and merchants. The whole thing seems silly to me as currently implemented. ie Spices generate points if you settle on them and they are near the coast. Do not generate points if they are far from the coast and/or you just establish a trade route for them. Gold and silver are not 'treasure' resources, and don't generate gold bearing ships. Etc.
 
Disagree strongly, I tend to ignore the legacy paths until modern era and just "play Civ" so really welcome this change.
I get that, it just makes more sense to me to revamp the whole mechanic in general to focus on "distant lands trade routes" instead of a few specific resources being "treasure resources" that work for the legacy points and then everything else just being "normal" resources that work by normal trade routes and merchants. The whole thing seems silly to me as currently implemented. ie Spices generate points if you settle on them and they are near the coast. Do not generate points if they are far from the coast and/or you just establish a trade route for them. Gold and silver are not 'treasure' resources, and don't generate gold bearing ships. Etc.
What I could see

Resources in a separate "Land" from your Capital are not connected to your Trade network, and can only be assigned to settlements in the "Distant Land to you"
Merchants do not make Trade Routes between "Lands".. instead you can generate Fleets with your own Settlements or Diplomatically from someone else's* (or Caravans that can become Fleets if they are in a settlement connected to a settlement with a Quay)

Once you Cash in a Fleet of "Distant Land Empire Resources" ie Treasure Resources, it provides
the Empire wide benefits for 10 turns of the specific resources
Lump sum gold
Victory Points

*A Merchant in a Foreign Distant Land Settlement could perhaps start it making Treasure Fleets/Caravans for you.
 
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When I said consensus it was based on several discussions both here and on reddit. Any time I open my mouth to talk about playing tall, someone always jumps in to inform me that I'm playing non-optimally and cities are better. Maybe its just a vocal minority, I can't say for sure. But it seems like the prevailing opinion to me.
 
Plus I’d add it’s more complex and has a lot to do with civ abilities/ uniques as well, whether to go rural or urban. Case by case, which is what we want from a strategy game right? Decisions that matter :)

Edit: “ build something you believe in”

(wasn’t decisions that matter from 2016 lol. I may be a civ dinosaur but let’s not make it too obvious)
 
I don't really care if cities are more optimal than towns. Towns make playing the game more enjoyable for me by reducing production queue management, so in that respect they are already a no brainer.
 
I agree with you guys. I'm not saying it's correct, just that it's a very popular sentiment. If it weren't, they wouldn't be looking to make big changes.

We'll see how it goes. I wouldn't be surprised at all if they make tall too OP and have to dial it back in the future.
 
Now if they can fix spawning naval units in lakes. I just started exploration age, and my cog spawned in a lake. :( This is the first time this has happened.
 
What I could see

Resources in a separate "Land" from your Capital are not connected to your Trade network, and can only be assigned to settlements in the "Distant Land to you"
Merchants do not make Trade Routes between "Lands".. instead you can generate Fleets with your own Settlements or Diplomatically from someone else's* (or Caravans that can become Fleets if they are in a settlement connected to a settlement with a Quay)

Once you Cash in a Fleet of "Distant Land Empire Resources" ie Treasure Resources, it provides
the Empire wide benefits for 10 turns of the specific resources
Lump sum gold
Victory Points

*A Merchant in a Foreign Distant Land Settlement could perhaps start it making Treasure Fleets/Caravans for you.

I think eventually they'll get a separate system. Maybe not exactly like you describe, but at least something to do more to split functionality in your home lands vs distant lands. But for now, I'd bet they'll just give them an empire effect (so that distant lands gold works the same as home lands gold, like they do in the modern era).
 
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