Got a bunch of comments here, but first, let me say that you've gone into much more detail than I have in your overall concept. My own thinking has been based on getting better Historical connections between the Resources and the End Product of Amenity, Food, Production, Science, etc in the game, so I've delved a bit further into certain Resources and their consequences but haven't tried to put it all together into a single Concept Document yet.
On to Comments:
For instance, the resource of "Cow" has a yield of 3 Food, 1 Production and 1 Commerce.
2 Food from meat, as one cow carcass can feed a lot of people
1 Food from Dairy, as this is one of the main uses for Cows all over the world
1 Production from Labor, as Oxen are used for tilling the fields
1 Commerce from Fiber, representing Leather
Improving with a pasture adds +1 Production (labor) and +1 Food (Dairy),
First 'hard' evidence of Cattle domestication dates back to about 7000 BCE (Neolithic) in Pakistan - evidence of cattle pens or fenced pasturage. Less than a 1000 years later, about 6500 - 6300 BCE in Anatolia, there is first evidence of cattle kept as milk/dairy animals instead of just for meat and about another 1000 years after that, in 5500 BCE in Poland/Balkans, there is first evidence of the equipment and residue from cheese-making.
So, if the game starts in Neolithic (10,000 - 8000 BCE) which is where
Humankind starts and where I'd prefer the game to start, Cattle would start as a hunted animal and become first a Domesticated Meat Animal, then Diary, then Cheese-producing animal. These are important distinctions, because once cattle were kept for milk and cheese, they were kept longer: the skeletons of domestic cattle go from being all animals less than 2 - 3 years old (basically, slaughtered most of them every winter when they couldn't be easily fed) to animals 6 - 10 years old, so producing for much longer AND being used as draft animals, primarily for plowing. This is of major importance because once you have an animal-drawn plow the labor required to plant crops goes down dramatically, and amount of land under cultivation per farmer or farm family goes up.
The 'Raw Materials' from cattle used from the start are Bone, Horn, Sinew, and Hide/Leather. Bone and Horn were used for Tools extensively before Worked Metals, and Sinew was used until the Medieval Era for bowstrings, slings, and fastening parts of weapons and armor together. I lump Horn, Bone, Sinew, Leather and Wood together as Basic Resources for the production of Units, largely those from the Ancient, Classical and a few from the Medieval Eras.
In a nutshell, I split up Food in the following subdivision
- Cereal: the staple grains and starches which can last long but have little nutritional value on their own
- Meat: the flesh of slaughtered animals and fish
- Dairy: the milk of domesticated animals, spoils quickly
- Produce: fresh fruit, herbs and vegetable, high nutritional value but spoils quickly
- Water: fresh water, obtained in large quantities from Lakes, Cenotes and rivers and in low quantities from Jungles and Mountains. Doesn't spoil
Cereals have quite a bit of nutritional value, but it tends to be Unbalanced - low on protein and fats, high in carbohydrates and starches. This is why I believe a mechanism for Balanced Diet needs to be included in the health & welfare of your cities: at least 2 and preferably more of the Subdivisions have to be represented in the diet.
Simple Dairy, as mentioned above, tends to become Easily Stored Cheese very quickly, and the Not Storable Milk tends to be consumed instantly (in Game Terms) by keeping diary cattle alive on a continuous basis or converted into storable booze (
kumiss)
Each type of food also has a decay rate. Water doesn't spoil, but water deposits regenerate slowly and may dry up after extensive agriculture. Cereal spoils after, say, 50 turns. Meat after 15, Produce and Dairy after 5. When Food spoils it can still be eaten but its nutritional value is halved. When it decays, it can no longer be eaten and is lost forever.
I don't understand the need for a decay rate for food. The minimum turn in the game is unlikely to be less than 1 year, and for most of the game, for the game to be playable by an individual with any kind of a Life, the game will be played in turns of 5 - 50 years each. Any Food Decay then, will take place within a single turn. It might be better to simply reduce the Food Value of foods that, due to their characteristics or technology available, cannot be stored for any length of time or have a high spoilage rate.
When a city's agricultural supply is cut off, it will lose food, causing its citizens to starve. Cities without Water will also get amenity penalties. Cities that riot while besieged will automatically surrender.
Cities without water will receive, in Game Terms, Immediate Penalties: a water shortage lasting even a few weeks will bring major hardship and health decay, and that will be a fraction of a single Game Turn.
Early in the tech tree, options for food processing (enhanced food if you will) will be available, creating production chains and "upgrading" food into alternatives that either sustain more people or spoil less quickly
- Bakery: 1 Cereal + 1 Water => 3 Bread. Bread spoils more quickly, but has a nutritional value of 2, meaning that it counts as consuming 2 food resources instead of one.
Bakeries can later be upgraded into Pattiseries, combining Bread + Fruit (Banana, Grape, Pomegranate) or Chocolate + a Sweetener (Sugar, Honey) to create the Pastry Luxury resource.
- Brewery: 1 Cereal OR Produce +1 Water => 2 Beer (Cereal) OR 2 Cider (Produce). Beer and Cider replace Water as a consumable, allowing water to be used for agriculture instead. They can spoil, but at a slow rate.
Breweries can also create the Luxury resources of Wine by combining Grapes and Water, Rum by combining Sugar and Water, and Mead, by combining Honey with Water.
- Creamery: 1 Dairy + 1 Wood => 3 Cheese. Same nutritional value, but spoils less quickly.
- Pickler: 1 Produce + 1 Salt OR 1 Sugar => 2 Pickle / 2 Preserve. Lower nutritional value, but hardly spoils.
- Smokehouse: 1 Meat/Fish + 1 Wood => 3 Smoked meat/Stockfish Lower nutritional value, but doesn't spoil
Using a higher quality wood will create a higher quality smoked meat. You can also use coal over wood.
- Butcher: 1 Meat + 1 Salt => 2 Sausages. This building also increases the meat output of improved Animal tiles worked by the city.
Using Spices instead of Salt will create a higher quality sausage.
The earliest 'bakeries' were strictly family, and the family 'bake oven' was directly related to kiln technology, because pre-wheel hand-made pottery was fired in the same ovens used to bake bread. Centralized or 'industrial' Bakeries are a Classical and later development, related to central supply of grain and flour from central authorities, like the Romans. So, Bread is available from Grain almost immediately in the Neolithic development of agriculture, since Pottery predates agriculture by up to 10,000 years.
The product of Breweries does not save water, because brewing either beer or cider takes more water than just consuming the same amount in water as you do beer or cider. The brewery 'technology' is to produce Happiness/Amenity.
Wine of a sort can be produced from virtually any fruit, but the Wine we think of today comes from a single-source grape that originated in the Caucasus Mountains and was 'exploited' to produce a beverage in mass quantities for trade and consumption as early as 6000 BCE (in Georgia, where a wine press and vats were found). Early in the game, then, I'd simply classify Brewed Beverage as all the beers, ciders, and wines other than the Grape Wine, which would be a Special Resource found in just one place but 'transportable' to other tiles with the proper characteristics (Hill, Rocky Soil, Temperate Growing Season)
All the other 'facilities' for storable food: Creamery, Pickler, Smokehouse, Butcher, were individual or family activities from the earliest domestication of animals and agriculture, and again, in Game Timescale, represent changes in storage that all occur within a single Turn.
One point, though, is that 'pickling' or fermenting Fish into
garum sauce, provided an easily-transported and stored Protein source for the Roman armies - they almost never ate meat, and considered it unhealthy as a food!
So, a mechanism for pickling or fermenting a 'raw' protein source (meat, fish, dairy) into smoked/dried meat, cheese, or storable sauces could be a legitimate In-Game activity to provide Food variety for armies as well as long-range Trade.
Near the endgame, Luxury foods can be created, these foods will provide amenities (late game governments will require more amenities to be provided per citizen)
- Fast Food (Bread + Sausage), feeds many people but incurrs a health penalty for each citizen consuming it.
- Gourmet Food (Any form of Processed food + Cheese) feeds few people, but increases health for each citizen consuming it
- Hippocrass (Wine + Honey), Mulled Wine (Wine + Spices)
- Liquor (Beer + Sugar); Sake (Rice + Sugar)
- Vitamin Drinks: requires two Different sources of produce
Distilled Liquor is a distinct Technology Resource, produced in the late Medieval Era from virtually any of the Grains, Fruits, or Sugar Cane and a special Installation (Distillery). It produces a potential Luxury 'Food' (with minimal 'food value') and a Major Trade Resource, as the Luxury Liquors still makes a lot of Gold for countries IRL like Canada, Scotland, and France.
Also, in the Medieval Era, Advanced Brewing with combinations of Hops and other Grains, vegetables, etc produces Lager Beer, another major Trade and Luxury Resource. This could be tied like the Liquor to a special installation, the Brew House, with a World Wonder called Guiness Brewery . . .
Cities can have specialty foods if they have cooked (and traded) the food for long enough, making it a source of World Heritage (ie: tourism)
Great Idea! And ties in neatly with the Luxury Foods already mentioned, given the amount of Tourism generated by places like the Champaign Works and vineyards in France and USA, Distilleries in Scotland, or Guiness Brewery in Ireland . . .
For industrial resources the main resources are Lumber, Metal, Stone, Minerals and Labor.
> Lumber is the main fuel resource, but can also be used to quickly construct buidings and units. Later it can be replaced by Bricks
> Metal is the main source for weapons, but may later be converted into Steel and later Stainless Steel.
> Stone and Clay are the main resources for building construction, later eclypsed by bricks and concrete, and even later by Reinforced Steel
> "Minerals" is a catch-all term for resources which aren't Rocks or Metals, so basically things such as Clay and Silica would fall underneath this umbrella term. This would also encompass all the metals needed for "purifying" Iron into steel.
"lumber" is processed wood and normally associated only with construction wood. Timber is a more 'generic' term for Wood used for all purposes as a Basic Resource. It can be divided into two basic types:
Old Growth: the tall and long logs used for all kinds of boat/ship construction before Industrial Iron & Steel, and monumental Building construction, in some parts of the world even after masonry is available (like Japan and China)
Second Growth: The smaller and younger trees that provide 'lumber' for ordinary house construction, firewood for homes and industry, and raw material for charcoal for Iron working.
Metal is a required source for most weapons, but not all - bows and sling ranged weapons the great exceptions, that use stone (slingshot), sinew, wood, and bone/horn (composite bows)
Likewise, Stone and Clay are not eclipsed by bricks and concrete, as Stone of various kinds is still used for Monumental Construction (Wonders, special Buildings, etc) and Clay is less important as a building material, because brick , rammed earth, or adobe clay is practically Universal, but very important as a Special Clay, like kaolin, required for Special Resources like Porcelain.
The enhanced industrial resources are
Bricks (Minerals + Cereal), Replaces Wood as a building material
Steel (Iron + Minerals + Lumber),
Tools (Metal + Lumber,) OR Stone + Lumber) (replaces Labor),
Weapons (Metal/Lumber + Lumber/Coal)
Coal (Lumber + Lumber, but also appears as a separate deposit), replaces wood as a fuel.
Concrete (Stone + Water, replaces Stone as the main building material)
Bricks can be considered another product of the Kiln technology associated with Pottery, Baking, and early metal-working. The only 'raw material' really required is Clay, since virtually any weed can be dried and used as a fixative.
Steel is part of the 'Iron Progression' which goes:
Wrought Iron - requires Iron ore, Timber (charcoal), mid-temperature Kiln (higher than required for baking or basic pottery)
Cast Iron - requires Iron ore, Timber (charcoal) OR Coal, high-temperature Kiln (bellows technology add-on)
Steel - requires Iron ore, Timber (charcoal) OR Coke (processed Coal), high-temperature Kiln
Industrial Quantity Steel - requires Iron ore, Coke, Special Installation (Steel Mill)
Alloy Steel - requires Iron ore, Coke, Alloy Minerals, Steel Mill - produces Steel Armor Plate, special structural steels for buildings, Wonders, automobiles and Personal Appliances, etc
Concrete requires technology to crush stone in quantity, so requires a specific Technology, but can also be made earlier by using Tephra (volcanic ash) and stone, which produces the Roman 'puteolozzi' cement/concrete - a Special Resource for the Classical Era not available everywhere.
The advanced industrial resources are
Fuel (Requires Petroleum, but late-game techs allow it to be created with plant-based oils, replaces Coal and Lumber as fuels)
Firearms (Requires Alloyed Metal/Steel + Niter, replaces weapons)
Machinery (Steel + Lumber/Concrete, replaces Tools)
Plastic (requires Petroleum, late game techs allow it to be created with Dairy instead)
Reinforced Concrete (Concrete + Alloyed Metal/Steel) (replaces Concrete as the main building material)
Microchips (Minerals +
Stainless Steel (Steel + Fuel/Coal) (Replaces Steel as a main building material)
Petroleum Fuel can be replaced by a Chemical Technology product made from Coal and later by the plant-based fuels, of which two major raw materials are Maize and Sugar
Niter occurs in a few natural Deposits, but largely was manufactured in Nitraries and later in Factories by the Haber Process - another Chemical Engineering Technology in the Modern Era.
Machinery is a product of several Technologies, including Steam Power and Precision Measurement. One peculiar 'requirement' is Bison - because leather belts were used to transfer power from a stationary steam engine to individual powered machine tools in a machine shop or factory, and cattle leather was not strong enough to withstand the strain - Bison leather was much more sturdy and economical!
Stainless Steel I'd replace, as mentioned above, by Alloy Steel, which includes Stainless ('nickel-steel') as well as the other 'specialty steels' required for Modern Construction and Weapons of all kinds.
For commercial resources, the main subdivisions are Fiber (Wool, Leather, Reeds), Dyes (Indigo, Ink, Purple), Seasonings (Sweetener, Spice), Resins (Wax, Amber, Glue), Oils (Olive, Rose, Wallnut) Fragrances (Amber, Frankincense, Tobacco) Gems (Diamonds, Pearl, Crystal) and Coin.
Two of the most important Plant Oils today are Palm Oil and Sunflower Oil, the latter of which is a petroleum substitute for anti-freeze and lubricants, an animal feed, and a human food additive, while Palm Oil is a major Industrial Resource for all kinds of processes, and has been panted all over Africa, Southeast Asia and Indonesia to be traded to Industrial countries.
Tobacco is not really a 'fragrance' Resource, it was used originally for Religious and Diplomatic ceremonies and then as a Recreational addictive Drug. Amber isn't a Fragrance either, but materials like Beaver castorum or Whale Oil were used as the Basis for various perfume products. Since the number of organic substances used to provide the fragrance itself is impossibly large, using the Base as a resource would probably keep the entire thing more playable.
In the category of Fragrance applied to living spaces, the most historically significant were Incense/Frankincense and Aromatic Woods (tropical rain forest products) - the latter were by volume the largest Traded Item between Indonesia and China in the Medieval Era. These could have Religious implications as well, being used for ceremonies in several religions.
The enhanced resources are main commodities and trade goods: Clothing (Fiber + Dye), Pottery (Mineral OR Reeds + Dye), Glass (Mineral + Mineral/Lumber/Coal), Furniture (Wood + Resin), Leatherwork (Leather + Salt) , Alloyed Metals (Specific Metal + Generic Metal/Mineral) , Paper (Fiber/Lumber + Water + Resin), Lamps (Metal + Oil), Perfume (Fragrance + Oil).
Pottery dates to Pregame and was used almost everywhere. The distinguishable Pottery is Decorated Pottery like the Greek black and red-ware, that was traded as a Luxury Resource all over Europe and the Middle East in Classical Era, and Porcelain that made a lot of Gold for China for centuries as a Trade Good. Both are related to Kiln technologies and special Raw Material like kaolin clay or Mineral Dyes.
This would require the following resources in the map:
Livestock:
- Cow / Water Buffalo (Meat, Dairy, Labor and Leather)
- Sheep / Goat (Meat, Dairy and Wool)
- Pigs (Meat and Leather)
- Llama (Wool, Labor)
- Bees (Wax, Honey)
- Snail (Meat, Dye)
Special: Horse, Camel (Strategic resources)
Pigs are near-universal as a Domestic Animal, and Pig Leather is of limited use, since it is too thin to protect against a thrust spear (in Medieval Anglo-Saxon England and Carolingian Francia, it was forbidden to show up to muster with a shield made of pig or sheep leather, it had to be cow) - so they can really be considered part of the 'agricultural suite' of materials, like chickens - some sort of 'domestic fowl' is also near-universal from near the beginning of agriculture.
Game & Seafood
- Deer, Bison (Meat, Hides)
- Beaver / Elk / Mink (Meat, Furs)
- Elephant (Meat, Hides, Ivory)
- Fish, Turtle (L) (meat)
- Clam (Meat, Pearl)
- Lobster (L),(Meat)
- Squid (Meat, Ink)
- Coral (Stone, Gem)
- Whale (Meat, Amber)
Elk is part of the 'Deer Family", in game terms, Elk, Moose, Deer, Reindeer are all of similar use (Hide, Bone, Sinew, Meat) and just live in different environments.
The primary (historical) Luxury Fur Animals were Beaver, Ermine, Mink, Sable, and Fox, with Leopard, Tiger, and Bear being 'decorative hides' (the European armies' demand for bearskin caps for Grenadiers practically wiped out the European black bear population by the 19th century).
I'd debate the distinction among squid, lobster, clam, and turtle: they all provide what I'd call "Luxury Meat" and are Coastal resources from pretty much the same set of tiles In-Game. A single term, like Shellfish, while not precisely accurate, would cover all of them. The similar resources that might be distinguished would be Oysters, which are a more common 'shellfish meat' and also can provide Pearls, a gemstone substitute and Luxury item, and Abalone, which in addition to shellfish meat, provided a highly decorative shell that was used for jewelry and ornament and a major trade item, for example, up and down the west coast of North America among the Native American groups.
Mine Resources
- Copper, Silver, Gold (Metal, Coin)
- Lead (Metal, Dye)
- Amber (Resin)
- Iron (S) (Metal only)
- Coal (S), replaces Lumber as fuel.
I classify 'Mineral Deposits' by how easily they can be refined and made useful, since their end use will vary dramatically throughout the game with changes in technology. By that criteria
Copper, Silver, Gold, Lead are the first Metals, because they can be melted in a camp fire, 'cast' in a clay pot and beaten into shape with a rock.
Amber is a resin, not a mineral, and was used both as a Perfume base and earlier, as Jewelry/decoration
Iron requires specialized technologies to be useful, but once those are available, is probably the most universally useful 'ore' in Game Terms
Coal comes in several forms: Peat, Lignite, and Anthracite. technically, the Oil substitute and Rubber substitutes from coal are made from Anthracite, while Peat is only useful as a relatively low-temperature Heat Source for cooking and housing. What I think is most important is that as a fuel to make Iron and Steel products Coal needs to be processed into Coke, which was not done commercially until relatively late in the Industrial Era. Before that, Charcoal from Timber and Bamboo (which automatically added Carbon to the mix) were the primary 'refining additives' to Iron and Steel making.
And you left out, probably because it is not always a 'Mine' resource, Salt, which has been both a Food requirement and a Trade good for most of history and pre-history.
Sawmill resources:
- Oak (Lumber only)
- Cherry (Lumber, Produce)
- Wallnut (Lumber, Oil)
- Mahogany (L), Ebony (L) (Lumber only)
- Cedarwood (Lumber, Fragrance)
- Pine, Rubber (Lumber, Resin)
- Maple (Lumber, Seasoning) (Syrup)
Again, like Fruit, we can go crazy with the varieties of woods in the world, virtually all of which have been exploited by Humans. The major distinctions that I think should be made, aside from the basic Old Growth versus Second Growth I already mentioned, would be by woods that had distinctively different uses:
Decorative - walnut, cherry, ebony, maple, mahogany - the 'furniture' and Luxury construction timber
Aromatic - cedarwood, sandalwood, agarwood, camphorwood, rosewood, etc
Tropical Construction Woods - Ebony, Teak - could be Special resources for some Wonder and ship construction
Resource Woods: Rubber, Palm (Oil), Maple (Syrup)
The Oak, as the largest and oldest living thing visible, had a religious significance in northern Europe, but otherwise doesn't have to be distinguished, since the Oak genus 'colonized' virtually all the temperate forests of the world, so it is essentially everywhere there aren't tropical or evergreen forests.