Luxury resources should give you small game-long benefits

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Sep 4, 2010
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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:

  • 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?
 
I have been brainstorming and pipedreaming almost the same thing, except with a kind of manufacturing. and a consumable system for the military units

example:
one could assign a workshop to take a copy of sugar and a copy of spice, which makes one rum resource which shipping units could use for a special ability of some kind.

a factory would produce 3 rum for one sugar and one spice

maybe cotton and dyes could be joined to make uniforms. units with uniforms available could receive a additional attack % when next to another unit with uniforms.

I think of this system lending to unique cultural items to be traded. Lets say I'm the dutch and have silver and pearls.. using the workshop I can turn those two resources into a "Dutch Jewelry" to be traded for gold and culture. Mean while another civ with gold and gems may try and push there manufactured jewelry.

I can think of a lot of resource combinations.
 
I also hate the promotion to regain health.

why not combine salt and fish, cows, deer, etc to make a foodstuff resource which military units could use to regain health like the promotion but using a wagon train unit that follows your army
 
I have been brainstorming and pipedreaming almost the same thing, except with a kind of manufacturing. and a consumable system for the military units

example:
one could assign a workshop to take a copy of sugar and a copy of spice, which makes one rum resource which shipping units could use for a special ability of some kind.

a factory would produce 3 rum for one sugar and one spice

maybe cotton and dyes could be joined to make uniforms. units with uniforms available could receive a additional attack % when next to another unit with uniforms.

I think of this system lending to unique cultural items to be traded. Lets say I'm the dutch and have silver and pearls.. using the workshop I can turn those two resources into a "Dutch Jewelry" to be traded for gold and culture. Mean while another civ with gold and gems may try and push there manufactured jewelry.

I can think of a lot of resource combinations.

These ideas remind me of CIV COLONIZATION. They may be too difficult to easily patch into a game, and would need a whole new expansion to work (kind of like TRADE in BNW). My idea is more simplistic to program into a new patch, though your idea would be great for a full-fledged patch!
 
Back on my uniform idea:

sheep + dyes = Wool uniform. +% modifier when attacking next to a friendly unit and +% modifier when in tundra and snow. A -% Modifier when attacking in desert or jungle

Cotton + dyes = Cotton Uniform. Same as above except +'s in desert and jungle, and -'s when in tundra and snow.

Silk + dyes = Silk Uniforms. ???? royality ? ?? rich soldiers ? ?? keeps you cool when warm. warm when cold? both?

I imagine my civilization having to choose how to use my work shops and factories.

Use a local source of Sheep and Cotton, import 2 dyes. Make uniforms, consume manufactured good to add bonus to unit. " Wool Uniformed Musketmen invade Cathy." "Maybe I should trade my wool uniforms to Harold and import Silk uniforms from China"

Heck could even go a "guns and butter" butter approach. Do I combine cotton and dyes to make "Cotton Uniforms" for a military bonus or do I make; "Cotton Blue Jeans" for a culture boost when sold internally and/or externialy.
 
I'd say Citrus should give you extra movement as it allows ships to be out at sea for longer periods of time.
 
Furs could give a bonus in tundra, or a defensive bonus. Imagine "Roman Legions defending against Celts with access to furs for a small amour boost." "it May take a few more legions to take on the same enemy troops with no fur access."
 
Furs could give a bonus in tundra, or a defensive bonus. Imagine "Roman Legions defending against Celts with access to furs for a small amour boost." "it May take a few more legions to take on the same enemy troops with no fur access."

Yes.

Another idea is that each time you acquire a lux in your territory, you are given 2 (or 3) options; one that helps your economy and one that helps you in war. For Fur, maybe you can given a choice between +10% gold in that city OR +10% tundra attack. You pick one and have that benefit for the rest of the game.
 
How bout copper increasing ancient and classical era unit production rates?

Or Salt should increase city growth rates?
 
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