I made a nub-friendly sheet to keep track of resource yields and make sure I'm not missing anything when deeming a resource as 'lacking' or just crap, before changing it for my own games.
https://docs.google.com/spreadsheets/d/1w67kNW9eJ9gYSIy50s-czcGneCA-5qkQqjPSTGCkhLI/edit?usp=sharing
I think resources are in a reasonable state of balance, with only a few outliers but some also suffer from too much homogenization.
Cotton and Parfume are still pretty much the same thing. The former is plain better until you consider Caravanserary comes half an era after Arenas and is a more circumstantial building: it is not a terrible one though, it's usually worth 2-3G for 200P and if it's a matter of building it only in the 3-4 cities working Cotton, the first ones you built and those that are usually working merchants and sending trade routes. After 100 turns in which you got a little more early gold from the improved cotton tiles, and some more culture from earlier arenas, the two resources tend to average (cotton has +1G/P, what you gain from it is comparable to the investment/production into the caravanseraries you would have skipped when spawning on parfume).
Sugar and Olives end with exactly the same yields. Given the choice, I'd start on Sugar on most games (exception if I'm an Iron Age warmonger), that usually spawns on stronger forest tiles: I'd be building markets before improving the base tiles to not lose worker turns and flat hammers until I have enough workers and resources to claim the monopoly.
Both cases of homogeneizations could be quickly fixed by swapping monopoly bonuses around, or changing a bit the boring food/gold/culture yields.
About that, culture is a bit inflated imo. The comparison with the other two strong yields (faith/science) is one-sided: 19 out of 29 monopoly resources sport culture as bonus yield (11 with just the worker improvement) against 3 science resources and 5 faith ones (with 3 of those also granting culture). If you think science and faith stand a tier above culture (debateable) then I'd like to point out citrus and cocoa similar # yields, or Coral vs Pearls situation (where the net difference before monopoly is 1
1
vs 1
, or 1
2
vs 1
1
after, Coral is a bit nuts even assuming those tiles are worth the same).
Generally speaking I'm all for having multiple good or even 'OP' luxuries that change my early game strategy rather that having all bland options: point of fact, dyes, jade, furs and gold recently lost their base culture (because culture from turn 1 was too good) but incense and lapis kept it, and we have no T1 science or faith luxuries, that'd be damn good but not any more OP than culture as long as the relevant monopoly isn't an early snowballing one - so no flat yields - or the relevant building is placed down in the tech tree.
Good candidates to receive a science/faith treatment (beside any of the culture-based resources) are two of the resources I deem lacking, coffee and amber. Coffee is plain weak, both early and end-game, and when you finally unlock groceries the base tile is not even worth working most of the time compared to specialists/GPI/villages. Being bland early and relying on a late building make for a weak resource even if the monopoly is alright (but then tea gives production much earlier, just to talk about the same category). I'd toy with yields and put some science on it because we all know coffee lets you study and work harder. Amber is hard to upgrade and the final tile is not spectacular either so you have to hope that 6 happiness swing is going to be worth something in the end. Temples give +1
/
to all 3 their resources so I wouldn't mind some diversity here, and amber could be changed to +1
base, +2
with temple. I'd probably end switching some other culture resources (especially plantation ones) into science/faith, or give them the Tea treatment (specialist of one yield types), instead of most of them just being 'a bit of food plus a bit of production plus a lot of gold and a drop of culture'.
One last word: Ivory. Being too special is also a problem. This is by far the weakest point of this discussion but hey I'm against elephants in circuses!
Games with elephants are already special on their own: weak early civs can rely on a resource-free heavy unit, while warmongers add one nice toy to a mixed army. So far so good, the AI also demonstrated to use them efficiently. The resource itself though is the only one buffed by a circumstantial building and is buffed with a whopping +3
. The fact Celidth Hall boosts them (when is the last time you spawned next to Ivory as Celts? I don't remember) is also a bit weird. I'd move the Ivory buff to Garden or Caravanserary, or tone it down and place it on Markets. As a side note, being able to train an unlimited amount of War Elephants out of a single Ivory source sounds wrong, I'm setting their MaxPlayerInstances to 3. Or make 1 per source of Ivory but that'd require new code probably.