Conquests resources?

MummyMan

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There are already threads for wonders and civs and such, and i thought, where's the one for resources? So here it is. I like all the deals that can be made with and for the luxuries and resources, so i'm excited to know what all the resources are. Tobacco jade and exotic birds are listed. How do you think this will affect the game? Its already fairly easy to do without cathedrals and colosseums (on emperor at least) with luxuries of your own and maybe some from other civs. So if they add more will it make the citizen mood part of the game too easy? The same with bonus resources if any are added. What's your take on all this?
 
Maybe the luxuries will also have consequences, e. g. citizens grow sick with the tobacco.
 
And I suppose tobacco illnesses would stop after you develop the Cure for Cancer, right?! There's no precedent for that. I haven't found that having access to Wine increases alcholism in the current game. My nudist colonies don't complain about the silks, I haven't had anyone die from allergy to incense...
 
Well it's already easy to have lots of different luxuries, but it all will depend on what kind of game are you playing. Conditions as kind of map, size, number of civs will really make a big difference.
 
Maybe they will reduce the effects of luxuries in cities with marketplaces by a little to compensate?

But really, if they want to make interesting changes, they're going to have to make it so the new luxuries do something new that the old luxuries don't. What exactly this would be is very hard to tell.

-Sirp.
 
I think that maybe luxuries will be used to win scenarios in Conquests.
They promise news ways of achieving victory and with the new resouces they put in clearly for scenarios, I wonder whether we will see a victory by luxury monopoly.

Not sure but it seems definitely possible.
 
i would like to see some bonus resources that have a negative effect. i would also like to see the swmap terrain come back.

and we need to get engineers so we can terriform,cause at the moment there is no protection against global warming and nuclear haulocaust.
 
Originally posted by scotland_no1
i would like to see some bonus resources that have a negative effect.

Actually you can already do that by yourself in the editor.
In one personal scenario located in India, I put opium on plains. It would grant some trade but would actually cause a loss of food and production if used. Pb is you can keep the benefits of the luxury without having the effect since no governor would set city workers there.

SO it could be interesting only if we get a luxury not only if it is in the cultural area and linked by road but within the city radius and if the square is actually worked by citizens. Not for tomorrow I fear.
 
The impact of the additional luxuries would alter the game as we know it. I hope that there will be some measures incorporated that will offset their inclusion. Either that, or the total luxuries in the game could be limited to the present 8.
 
Hmmm... what about... Marijuana? Marijuana could be a luxury... granted, not everyone likes it, so when it comes to making people happy, it would be half as effective as the other luxuries... knowing that weed gives people the munchies, a city with weed in it's luxury box may only grow at say... 75% speed of what it should, as the stoners will be eating all of the food. So, it might be very beneficial to trade the weed away instead of using it for your personal use...

Me: "I'll give you weed for 20 turns if you give me your world map, 200 GPT and some oil, rubber, aluminum and uranium"
Other civ, full of potheads: "OK! Sounds good!"
 
Originally posted by Crowpocalyptic1
Hmmm... what about... Marijuana? Marijuana could be a luxury... granted, not everyone likes it, so when it comes to making people happy, it would be half as effective as the other luxuries... knowing that weed gives people the munchies, a city with weed in it's luxury box may only grow at say... 75% speed of what it should, as the stoners will be eating all of the food. So, it might be very beneficial to trade the weed away instead of using it for your personal use...

Me: "I'll give you weed for 20 turns if you give me your world map, 200 GPT and some oil, rubber, aluminum and uranium"
Other civ, full of potheads: "OK! Sounds good!"
:crazyeye: I like your thinking (I am NOT a Druggie).
 
Neither am I, i just figure that would be a nice resource, especially one to trade away... Then, as the Incans (or whichever civ it is that's in peru, columbia, and that region) would have immunity or something, because that's where it's found most abundantly... ;)
 
sweet... does it slow down workers or slow city growth? if not, it should...
 
The new resources may not all be luxury resources, even the three we do know about. One or more of them could be bonus resources. I wonder how many total new resources will be in the XP?
 
Will the max. number of luxuries still be eight? Or will you be able to still have the happiness/marketplace bonus if you have all of them?
 
I'm guessing they might mod that a bit. I dunno, tho. The DyP mod has extra resources all around, and it screws up the happiness, maing it a little to easy to control cities. Hopefully, Firaxis will un-hard-code this for the C3C, and give more moddability to the game. Really, tho, there's not that much more that cannot be modded. Be nice to see it all moddable.
 
Originally posted by CellarDweller22
Of course, the tobacco resource should ALSO increase tax revenue for the entire civ by 450%..... :p

-- From The Cellar :cooool:

Only 450% ? Oh I see you live in the US. Here it is around 3,000% ! Good idea otherwise.
 
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