dunkleosteus
Roman Pleb
Civ V divides resources into three categories: strategic, bonus, and luxury. All resources in each category are treated the same but it feels like an oversimplification, especially for organic products.
For the sake of the way luxuries function, I'll exclude them from this idea although many of them would work for it as well.
Basic problem I have: a lot of the bonus resources can be moved around and aren't. Wheat tiles give an increase in food production, but only exactly where the wheat has been growing since 4000 BC. Why can't my farmers share so that we all have wheat? And if the other farmers lack wheat, what exactly are they farming? I think the answer is that wheat is not being grown in that land, or rather that the fact that wheat is grown isn't what makes the tile better than other tiles. That tile should be renamed fertile soil. This neatly resolves the entire issue- the food bonus is intrinsic to the land and can't be moved around save shipping dirt by the truckload for centuries.
Other bonus resources aren't so lucky however- cattle and sheep can only be pastured where their ancestors have lived for generations. What's the matter? Bob wants to raise cattle too? Too bad Bob, you don't live where the cattle live. I see this as another problem with a solution that isn't as easy. One approach would be to label these tiles as "pasturable" tiles but I don't think this works as well because most land if not all non-desert land is pasturable. What I think works better is to have these animals appear in a few locations (bound to one continent, or on a few small, clustered islands depending on map type) and allow them to disperse after that. Obviously, the first civ that settles those tiles gets first dibs on animal husbandry but after that, animals spread around the world. In ancient times, it just wasn't possible to stop trade, and so although wheat, sheep and cattle may have been initially domesticated in a few areas, they quickly spread to all areas in contact with these initial locations.
Civs should have the option to pasture any land they choose and which animals to put on those tiles. This clearly raises an issue: it becomes incredibly beneficial to put cattle or sheep on every possible tile (unless you want mines in hills) because they increase the food yield pretty dramatically and stables give +1 production. I think this means pastures need to have their yields adjusted in accordance: raising animals does not actually increase food productivity dramatically. It certainly gives populations easy access to meat and proteins and a living animal acts as a storage method for keeping meat from rotting, but all in all, animals are a very inefficient use of land. They consume way more water and grain than they produce in calories, and so while important to many societies, don't actually provide more food than a farm would.
They do however have an important role in the productivity of many regions, and act as a commodity to be traded. For this reason, I think it's important that cattle and sheep do not increase the food productivity of the tile they're on. Instead, they should have a gold and production bonus. Cattle are often used as work animals and sheep provide wool for clothing and other textiles, but their consumption of grain or local grasses would nullify the food they provide (consider that the meat they produce cannot exceed the food they consume, either from the tile they're on or from your grain stores. At best, you break even for food production).
Horses should in fact be worse- unless you're eating your equine animals, they should reduce the food production of the tiles they're on to 0.
For the sake of the way luxuries function, I'll exclude them from this idea although many of them would work for it as well.
Basic problem I have: a lot of the bonus resources can be moved around and aren't. Wheat tiles give an increase in food production, but only exactly where the wheat has been growing since 4000 BC. Why can't my farmers share so that we all have wheat? And if the other farmers lack wheat, what exactly are they farming? I think the answer is that wheat is not being grown in that land, or rather that the fact that wheat is grown isn't what makes the tile better than other tiles. That tile should be renamed fertile soil. This neatly resolves the entire issue- the food bonus is intrinsic to the land and can't be moved around save shipping dirt by the truckload for centuries.
Other bonus resources aren't so lucky however- cattle and sheep can only be pastured where their ancestors have lived for generations. What's the matter? Bob wants to raise cattle too? Too bad Bob, you don't live where the cattle live. I see this as another problem with a solution that isn't as easy. One approach would be to label these tiles as "pasturable" tiles but I don't think this works as well because most land if not all non-desert land is pasturable. What I think works better is to have these animals appear in a few locations (bound to one continent, or on a few small, clustered islands depending on map type) and allow them to disperse after that. Obviously, the first civ that settles those tiles gets first dibs on animal husbandry but after that, animals spread around the world. In ancient times, it just wasn't possible to stop trade, and so although wheat, sheep and cattle may have been initially domesticated in a few areas, they quickly spread to all areas in contact with these initial locations.
Civs should have the option to pasture any land they choose and which animals to put on those tiles. This clearly raises an issue: it becomes incredibly beneficial to put cattle or sheep on every possible tile (unless you want mines in hills) because they increase the food yield pretty dramatically and stables give +1 production. I think this means pastures need to have their yields adjusted in accordance: raising animals does not actually increase food productivity dramatically. It certainly gives populations easy access to meat and proteins and a living animal acts as a storage method for keeping meat from rotting, but all in all, animals are a very inefficient use of land. They consume way more water and grain than they produce in calories, and so while important to many societies, don't actually provide more food than a farm would.
They do however have an important role in the productivity of many regions, and act as a commodity to be traded. For this reason, I think it's important that cattle and sheep do not increase the food productivity of the tile they're on. Instead, they should have a gold and production bonus. Cattle are often used as work animals and sheep provide wool for clothing and other textiles, but their consumption of grain or local grasses would nullify the food they provide (consider that the meat they produce cannot exceed the food they consume, either from the tile they're on or from your grain stores. At best, you break even for food production).
Horses should in fact be worse- unless you're eating your equine animals, they should reduce the food production of the tiles they're on to 0.