El Caballerion
King
Yes.
Just saw a thread about how pointless some early game luxes are (Pearls requiring sailing, Ivory requiring trapping, sugar in marshes), and it made me remember one element that should be in the game. Similar to the game, RISE OF NATIONS, Luxury resources that are IN your border should give you game long benefits on top of their tile yields. These benefits should NOT be game breaking, but should serve as another way the luxuries can aid you percent-wise.
Similar to how MARBLE already gives you +15% to ancient/classical wonder production, for instance, here are some additional ideas below:
SILVER and GOLD should not have any percentage-based benefits, since they directly benefit from the MINT building.
Any other ideas?
Just saw a thread about how pointless some early game luxes are (Pearls requiring sailing, Ivory requiring trapping, sugar in marshes), and it made me remember one element that should be in the game. Similar to the game, RISE OF NATIONS, Luxury resources that are IN your border should give you game long benefits on top of their tile yields. These benefits should NOT be game breaking, but should serve as another way the luxuries can aid you percent-wise.
Similar to how MARBLE already gives you +15% to ancient/classical wonder production, for instance, here are some additional ideas below:
- CITRUS: Gives all your ships +10% attack (due to citrus helping cure rickets/scurvy)
- INCENSE: Gives you +20% production on all religious buildings (given incense's role in ritual ceremonies)
- DYES: Gives your capital +20% gold when Monarchy (or Oligarchy) SP has been chosen (since purple dye, usually from snails, is considered rare and for the ruling class)... OR.... Gives your capital +20% gold for ancient/classical/medieval/renaissance era.
SILVER and GOLD should not have any percentage-based benefits, since they directly benefit from the MINT building.
Any other ideas?