pineappledan
Deity
I was thinking about how weird it is that in the civ games you can just build "farms" just about anywhere, but then there are also resource tiles like Wheat, Rice, and Maize that exist on the map before you have ever discovered them. Agriculture doesn't work like that, and it's a bit strange that you have staple foods as distinct tiles, separate from the base, resource-less farm. If they aren't growing maize or potatoes etc, what are those farms growing???
Proposal: All players start the game with 3 types of domesticated plants/animals that they can place on tiles that fit the prerequisites for that crop:
- 2 Staple crops (eg wheat, rice, etc.)
- 1 Luxury crop (eg cotton, lavender, etc.)
All the improvements needed to connect these resources are unlocked in the Ancient era. However, the improvement(s) needed to place your starting crops are always unlocked from the game start. You only need to research the improvement(s) for resources you didn't start with.
Tile prerequisites are based on the crop type, rather than the improvement type. In general, crops have more exacting placement requirements than farms in earlier civ games. Many crops can only be planted within a certain band of latitude (distance from the equator) at the start of the game, but a Husbandry tech (Classical era), Genetics tech (Modern era), and Gene Editing tech (Information era) will expand the range of all crops into different latitudes and terrain tolerances.
You can gain access to the starting crops of other civilizations in the game through diplomacy, espionage, trade, or war, allowing you to fill out more of the map as you expand.
Other bonus and luxury resources still exist on the map, as in prior versions. Luxuries like minerals (eg. gold), gems (eg. amber), and undomesticated animals (eg. pearls) are placed on the map before the game begins.
The crops that you start off with are semi-random, but are selected based off your starting location's latitude, altitude, and the amount of nearby coastal/inland, freshwater, flat/hills tiles, etc.
Luxuries - Each civilization's luxury crop is unique to their start (ie. 2 civilizations never start with the same luxury in the same game).
Staples - Staple crops are grouped by continent, with a total number of staple crops equal to the number of civs on that continent +1
For example, if in a standard game with 2 continents, where Continent A has 3 players and Continent B has 5 players, players on Continent A will start with 2 of a set of 4 staple crops, and players on continent B will start with 2 from a set of 6 staple crops that are different from the ones on Continent A
this means that there will be some staples on your starting continent that other civs have, but you don't, and mid game exploration to other continents will unlock more crops (Colombian Exchange)
You are not limited to the crops that you start out with, but can gain new crops by interacting with the civs around you.
Luxuries - To be able to gain access to another civs' luxury is pretty difficult, but can be done: T
- Take more than half of their original cities
- Negotiate for them to become your vassal
- Steal their trade secrets with a spy mission. The spy mission takes a long time and has a high failure rate
Staples - You can gain Staple crops from other civilizations with all the same methods used to unlock other civs' luxuries, but you can get them much easier too:
- Completing 3 Trade routes with a civilization before Renaissance will grant you access to 1 of their 2 Staples (repeatable, so completing 6 TRs to the same civ before Renaissance will grant access to both their staples)
- You can buy or barter for permanent access to a staple crop via a normal trade deals (similar to tech trading in civ IV).
On entering the Renaissance, your state apparatus becomes sophisticated enough that you can control the knowledge of your staple crops to the extent that you can block other civs from learning it without your explicit permission. This means other civs can't gain access to your staple crops passively, and without your control. However, you can still gain staples passively if you have reached Renaissance, but the other civ hasn't. This paves the way for better control of your bonus resource commodities, which become tradeable in the Industrial era, and for monopolies. See below.
Some unique mechanics could be added to deepen this system
Luxury resources could wipe out the base terrain yields on the tile, and only have the gold, and other yield types specific to that crop. The idea being that luxury crops cannot produce food, and cannot sustain a city, so you need to make use of your staple crops.
Pasture resources could also augment base terrain yields. As pasture crops move between tiles, they could centralize and carry all the base tile yields with them as they move. See below for more on pastures.
One thing this would add would be the ability to differentiate civs based on if they are agricultural or pastoral civs. Pastoralist civs have 1 of their 2 staples drawn from a short list of animal crops that are improved by a Pasture resource. Examples of pastoralist civs would be the Huns, Mongols, Scythians, etc.
Pasture resources have much wider tolerances for where they can be planted, being able to be planted on most latitudes and terrains, but sometimes being restricted by flat land. Pasture improvements take up 2 adjacent tiles, but the resource only exists on 1 tile at a time and moves between the two pasture tiles periodically. Pasture resources tend to have the same resource yields as plant crops, but all terrain yields from the base tiles are centralized onto whatever tile the animals occupy. The pasture tile that is vacant contains no yields, and is unworkable. In effect, the terrain yields for pasture resources are doubled up onto 1 tile that can be worked by 1 citizen. This lets pastoralist civs exploit terrain yields more efficiently and leverage more yields from lower population cities.
Some luxuries are also improved by Pasture improvements, but they are not locked to pastoralist cultures; only pasture-based staples are locked to pastoralists civs at the game start.
In the Industrial Era, a Commodities Market tech is researchable which unlocks, corporations and monopolies, and allows for the trading of bonus resources.
This is meant to model how the interconnectedness of national economies in the industrial era gives rise to the first glimpses of globalization. The greater amount of trade and the movement of goods over greater distances means national economies are less constrained by what is locally available. As a result, international trade in more mundane goods like grain and building materials represents a larger portion of overall trade, because the danger, time, and expense of long distance travel no longer limits trade to luxury goods, which have much greater value for their weight and size.
owning more than 50% of any resource -- bonus, strategic, or luxury -- gives +1 Trade route cap, more yields on the resource tile on empire, and access to a corresponding corporation. Corporations are built like wonders, only 1 of a specific corporation can be built by any civilization, and they are permanent bonuses that persist even if you lose the corresponding monopoly.
Thus, there is an early game incentive to trade and share knowledge to gain access to more resource types early, and then a mid/late game incentive to lock down your control of resources and control market share in as many commodities as you can. Players will need to weight the long term benefit of sharing knowledge of resources early against the cost of relinquishing control of a commodity that they could control global access to in the late game.
This monopoly/corporation system could form the basis of an economic victory, which is something I would like to see introduced into civ VII as a replacement for diplomatic victory, which has just never worked that well in civ V or civ VI, in my opinion.
Plains Indian Civ UA idea: Buffalo Hunt
Starts game with a unique Buffalo resource as one of its two staple crops.
- Buffalo improved by a Pound, which behaves the same as a pasture, but takes up 3 spaces in a triangle instead of 2.
- Terrain yields from the 3 tiles are centralized onto the Buffalo resource, which moves around the triangle.
- The buffalo pound is not considered a unique improvement (since other civs can learn to build it), but is unique to the Buffalo resource
Malay Archipelago Civ UA idea: Spice Islands
Starts game with additional Nutmeg and Cloves luxury crops.
- Cloves and Nutmeg are in addition to the randomly-assigned starting luxury (total of 3)
Mesopotamian Civ UA idea: Fertile Crescent
Starts with 2 additional Staple Crop slots.
- Most civs start with 2 staple crops, but this civ would start with a total of 4
Here is a list of some potential crops. I will continue to do a bit of research on each crop as I go, to think up appropriate bonuses and planting requirements for each one.
Format for each crop:
Crop - Improvement type - ( latitude as range from 0 to 9; 0 = equatorial and 9 = polar) - additional terrain requirements - yield on tile ::and:: additional bonuses
Staple Crops - Sedentary
Rice - Farm - (1-3) - Flat Grassland or floodplains, requires fresh water - +2 ::and:: +1per 2 Adjacent Farm
Wheat - Farm - (3-5) - Flat Plains/Savannah - +11::and:: +1per 2 Adjacent Farm
Staple Crops - Pastoral
Cattle - Pasture - (2-9) - 2 Floodplains/Plains/Grassland/Savannah. Both must be flat - +12::and:: +1 with access to fresh water, Immune to flooding
Goat - Pasture - (0-7) - 2 Plains/Grassland/Savannah/Tundra/Mountain. 1 or both must be a Hill or Mountain - +21::and:: +2 for each mountain tile
Llama - Pasture - (0-9) - 2 Plains/Grassland/Savannah/Mountain. 1 or both must be a Hill or Mountain - +21 ::and:: +12 for each mountain tile
Reindeer - Pasture - (0-9) - Any 2 Tundra/Snow - +21 ::and:: Immune to blizzard, +1on Snow
Sheep - Pasture - (0-9) - Any 2 Plains/Grassland - +22
Zebu - Pasture - (0-7) - 2 Floodplains/Plains/Grassland/Savannah. Both must be flat - +12 ::and:: +1 with access to fresh water, Immune to flooding
Buffalo - Pound (3 tile triangle) - (2-9) - 3 Plains/Grassland/Savannah. At least 2 must be flat. Only 1 tile needs to be inside your own land - +211
Luxury Crops
Proposal: All players start the game with 3 types of domesticated plants/animals that they can place on tiles that fit the prerequisites for that crop:
- 2 Staple crops (eg wheat, rice, etc.)
- 1 Luxury crop (eg cotton, lavender, etc.)
All the improvements needed to connect these resources are unlocked in the Ancient era. However, the improvement(s) needed to place your starting crops are always unlocked from the game start. You only need to research the improvement(s) for resources you didn't start with.
Tile prerequisites are based on the crop type, rather than the improvement type. In general, crops have more exacting placement requirements than farms in earlier civ games. Many crops can only be planted within a certain band of latitude (distance from the equator) at the start of the game, but a Husbandry tech (Classical era), Genetics tech (Modern era), and Gene Editing tech (Information era) will expand the range of all crops into different latitudes and terrain tolerances.
You can gain access to the starting crops of other civilizations in the game through diplomacy, espionage, trade, or war, allowing you to fill out more of the map as you expand.
Other bonus and luxury resources still exist on the map, as in prior versions. Luxuries like minerals (eg. gold), gems (eg. amber), and undomesticated animals (eg. pearls) are placed on the map before the game begins.
Spoiler assigning crops :
The crops that you start off with are semi-random, but are selected based off your starting location's latitude, altitude, and the amount of nearby coastal/inland, freshwater, flat/hills tiles, etc.
Luxuries - Each civilization's luxury crop is unique to their start (ie. 2 civilizations never start with the same luxury in the same game).
Staples - Staple crops are grouped by continent, with a total number of staple crops equal to the number of civs on that continent +1
For example, if in a standard game with 2 continents, where Continent A has 3 players and Continent B has 5 players, players on Continent A will start with 2 of a set of 4 staple crops, and players on continent B will start with 2 from a set of 6 staple crops that are different from the ones on Continent A
this means that there will be some staples on your starting continent that other civs have, but you don't, and mid game exploration to other continents will unlock more crops (Colombian Exchange)
Spoiler gaining new crops :
You are not limited to the crops that you start out with, but can gain new crops by interacting with the civs around you.
Luxuries - To be able to gain access to another civs' luxury is pretty difficult, but can be done: T
- Take more than half of their original cities
- Negotiate for them to become your vassal
- Steal their trade secrets with a spy mission. The spy mission takes a long time and has a high failure rate
Staples - You can gain Staple crops from other civilizations with all the same methods used to unlock other civs' luxuries, but you can get them much easier too:
- Completing 3 Trade routes with a civilization before Renaissance will grant you access to 1 of their 2 Staples (repeatable, so completing 6 TRs to the same civ before Renaissance will grant access to both their staples)
- You can buy or barter for permanent access to a staple crop via a normal trade deals (similar to tech trading in civ IV).
On entering the Renaissance, your state apparatus becomes sophisticated enough that you can control the knowledge of your staple crops to the extent that you can block other civs from learning it without your explicit permission. This means other civs can't gain access to your staple crops passively, and without your control. However, you can still gain staples passively if you have reached Renaissance, but the other civ hasn't. This paves the way for better control of your bonus resource commodities, which become tradeable in the Industrial era, and for monopolies. See below.
Spoiler “Terrain Yields Shenanigans” :
Some unique mechanics could be added to deepen this system
Luxury resources could wipe out the base terrain yields on the tile, and only have the gold, and other yield types specific to that crop. The idea being that luxury crops cannot produce food, and cannot sustain a city, so you need to make use of your staple crops.
Pasture resources could also augment base terrain yields. As pasture crops move between tiles, they could centralize and carry all the base tile yields with them as they move. See below for more on pastures.
Spoiler “Pastoralist vs Agriculturalist civs” :
One thing this would add would be the ability to differentiate civs based on if they are agricultural or pastoral civs. Pastoralist civs have 1 of their 2 staples drawn from a short list of animal crops that are improved by a Pasture resource. Examples of pastoralist civs would be the Huns, Mongols, Scythians, etc.
Pasture resources have much wider tolerances for where they can be planted, being able to be planted on most latitudes and terrains, but sometimes being restricted by flat land. Pasture improvements take up 2 adjacent tiles, but the resource only exists on 1 tile at a time and moves between the two pasture tiles periodically. Pasture resources tend to have the same resource yields as plant crops, but all terrain yields from the base tiles are centralized onto whatever tile the animals occupy. The pasture tile that is vacant contains no yields, and is unworkable. In effect, the terrain yields for pasture resources are doubled up onto 1 tile that can be worked by 1 citizen. This lets pastoralist civs exploit terrain yields more efficiently and leverage more yields from lower population cities.
Some luxuries are also improved by Pasture improvements, but they are not locked to pastoralist cultures; only pasture-based staples are locked to pastoralists civs at the game start.
Spoiler Commodities exchange and Monopolies :
In the Industrial Era, a Commodities Market tech is researchable which unlocks, corporations and monopolies, and allows for the trading of bonus resources.
This is meant to model how the interconnectedness of national economies in the industrial era gives rise to the first glimpses of globalization. The greater amount of trade and the movement of goods over greater distances means national economies are less constrained by what is locally available. As a result, international trade in more mundane goods like grain and building materials represents a larger portion of overall trade, because the danger, time, and expense of long distance travel no longer limits trade to luxury goods, which have much greater value for their weight and size.
owning more than 50% of any resource -- bonus, strategic, or luxury -- gives +1 Trade route cap, more yields on the resource tile on empire, and access to a corresponding corporation. Corporations are built like wonders, only 1 of a specific corporation can be built by any civilization, and they are permanent bonuses that persist even if you lose the corresponding monopoly.
Thus, there is an early game incentive to trade and share knowledge to gain access to more resource types early, and then a mid/late game incentive to lock down your control of resources and control market share in as many commodities as you can. Players will need to weight the long term benefit of sharing knowledge of resources early against the cost of relinquishing control of a commodity that they could control global access to in the late game.
This monopoly/corporation system could form the basis of an economic victory, which is something I would like to see introduced into civ VII as a replacement for diplomatic victory, which has just never worked that well in civ V or civ VI, in my opinion.
Spoiler “Ideas for civ bonuses and augmentations” :
Plains Indian Civ UA idea: Buffalo Hunt
Starts game with a unique Buffalo resource as one of its two staple crops.
- Buffalo improved by a Pound, which behaves the same as a pasture, but takes up 3 spaces in a triangle instead of 2.
- Terrain yields from the 3 tiles are centralized onto the Buffalo resource, which moves around the triangle.
- The buffalo pound is not considered a unique improvement (since other civs can learn to build it), but is unique to the Buffalo resource
Malay Archipelago Civ UA idea: Spice Islands
Starts game with additional Nutmeg and Cloves luxury crops.
- Cloves and Nutmeg are in addition to the randomly-assigned starting luxury (total of 3)
Mesopotamian Civ UA idea: Fertile Crescent
Starts with 2 additional Staple Crop slots.
- Most civs start with 2 staple crops, but this civ would start with a total of 4
Spoiler list of potential crops (not exhaustive) :
Here is a list of some potential crops. I will continue to do a bit of research on each crop as I go, to think up appropriate bonuses and planting requirements for each one.
Format for each crop:
Crop - Improvement type - ( latitude as range from 0 to 9; 0 = equatorial and 9 = polar) - additional terrain requirements - yield on tile ::and:: additional bonuses
Staple Crops - Sedentary
Rice - Farm - (1-3) - Flat Grassland or floodplains, requires fresh water - +2 ::and:: +1per 2 Adjacent Farm
Wheat - Farm - (3-5) - Flat Plains/Savannah - +11::and:: +1per 2 Adjacent Farm
Staple Crops - Pastoral
Cattle - Pasture - (2-9) - 2 Floodplains/Plains/Grassland/Savannah. Both must be flat - +12::and:: +1 with access to fresh water, Immune to flooding
Goat - Pasture - (0-7) - 2 Plains/Grassland/Savannah/Tundra/Mountain. 1 or both must be a Hill or Mountain - +21::and:: +2 for each mountain tile
Llama - Pasture - (0-9) - 2 Plains/Grassland/Savannah/Mountain. 1 or both must be a Hill or Mountain - +21 ::and:: +12 for each mountain tile
Reindeer - Pasture - (0-9) - Any 2 Tundra/Snow - +21 ::and:: Immune to blizzard, +1on Snow
Sheep - Pasture - (0-9) - Any 2 Plains/Grassland - +22
Zebu - Pasture - (0-7) - 2 Floodplains/Plains/Grassland/Savannah. Both must be flat - +12 ::and:: +1 with access to fresh water, Immune to flooding
Buffalo - Pound (3 tile triangle) - (2-9) - 3 Plains/Grassland/Savannah. At least 2 must be flat. Only 1 tile needs to be inside your own land - +211
Luxury Crops
- All Luxury Crops Wipe base yields from the tile unless otherwise stated
- Luxury Crops give 1 copy of their respective luxury
- All Luxuries additionally have Trade Monopoly and Corporate Monopoly Bonuses
- Trade Monopoly: Available from the game start. Control >50% of all luxury resource tiles. Usually gives extra yields on tile
- Corporate Monopoly: Unlocked by Industrial technology. Control >50% of all luxury resource tiles. Usually some small global bonus
Trade Monopoly: +2 on tile
Corporate Monopoly: +2 to all Pasture Resources on Empire
Bees/Honey - Camp - (5-7) - Not on Desert or Floodplain. Must be adjacent to Plantation or Orchard - +3 ::and:: +1to Adjacent Plantations and OrchardsTrade Monopoly: +3 on tile
Corporate Monopoly: +2 to all Orchards on Empire
Wine - Plantation - (3-5) - Not on Grassland Must be on Hill. No Freshwater or Coast adjacency - +3Trade Monopoly: +2 on tile
Corporate Monopoly: +10% on Empire
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