Mediterranean Resources Tips & Discussion

cracker

Gil Favor's Sidekick
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This thread is to support additional strategic discussion of specific issues related to the Mediterranean Resource package that becomes available to players as a free bonus with the Gotm21-Mediterranean Melee.

oliveslarge.jpg


There are ten (10) new resources added to the game pack to provide game depth and also as a partial preview of similar features that will be included in the upcoming Civ3-Conquests expansion pack.

  • Lambs: bonus; +2 food (found on Hills and Plains)
  • Sheep: bonus; +2 food +1 shield (found on Hills and Plains)
  • Wool: luxury; +2 food +1 shield + 1 commerce (found on Hills and Plains)
  • Oysters: bonus; +2 food + 1 commerce (found in Coast)
  • Pearls: bonus; +2 food + 3 commerce (found in Coast)
  • Coastal Rocks: bonus; +1 shield + 1 commerce (found in Coast)
  • Goats: bonus; +2 food +1 shield (found on Desert, Hills, Mtns)
  • Menudo (young goats): bonus; +2 food (found on Desert, Hills, Mtns)
  • Olives: bonus; +2 food +1 commerce (found on Desert, Hills, Mtns)
  • Cotton: luxury; +1 shield +2 commerce (found on Desert and Plains)

You can find more details and sample images of how these resources may appear in various games by reviewing the Gotm21 Features Announcement Page.

One particular discussion topic that would be nice to cover in this thread would be a general assessemnt of worker task strategies for each of these resources when they might be found on different terrain locations.

The impact of Depotism or a more elightenr form of government may not be instantly apparent without some quick checking.
 
First thought: neato!

Second thought: There seem to be several near-duplications (lambs/wool, oysters/pearls etc); I assume that's intentional -- is there any gameplay feature that's meant to draw on?

Third thought: If you take one of each new resource, you get 18 extra food, 9 commerce and only 5 shields. Is that a sign that terrain has been modified as well? Or maybe that there's not a whole lot of freshwater or grassland to go around? (I'm guessing the latter.)

In any case: veddy veddy interesting ...

Renata
 
Cracker,

You've outdone yourself! Can't wait till next week!
 
I see a lot of +2 food bonuses for plains and hills. That would probably increase the average food per tile of the game. That’s faster increase and higher chances for settler factories.

With regard to the luxury resources, are there going to be 10 of them or these two would replace two other?

The game will definitely be challenging with all those changes but in the same time we’ll have more people complaining about the “Mod of the Month” issue.
 
I'm wondering why some of the resources are classed as luxuries? If their only benefit is to give bonus food/shields/commerce, why would you want to trade them? Won't this just clutter up the already small resource box?

EDIT: Ok, so they also give happiness? Will 2 other luxuries then be removed?
 
Extra food on hills, mountains and plains! I like it, but that probably means that there will be more of these types of terrain than in a normal game.

New things to look for, figure out! Sounds very interesting and I hope I will be able to play! :goodjob:

mudfoot
 
Think you're right, Mudfoot, looking at that list makes me wonder if the map is going to be a hot/dry type - like the real med. None of them go on grasslands - wonder if it's going to be desert/plains/floodplains for the most part? Those resources, especially clustered (as it says they are likely to be in the link), could make for some decent growth cities in such a climate.

In that case, I wildly speculate that most civs will have a city or two with these resources that can grow quick and a number of slow growth/good shield sites that won't really get impressive until railroad. There will also be a temperate northland with one or more of the Euro civs in it - they will have tons of hills/grassland and will turn into superpowers!
 
I agree with the terrain being naturally low-food and rugged. That was mentioned earlier for Greece. The other biggie, in my opinion, are the coastal resources that will make fishing villages much more productive. There should be a lot of coastline.

I expect 2 luxuries to be not available, definitely furs and either ivory or silks. Probably silks since China is farther away and cotton and wool have clothing pretty well covered. In fact, that matches very well: wool replaces fur for winter attire and cotton replaces silk for the summer.

Nice job, Cracker and company!
 
Originally posted by Yndy
With regard to the luxury resources, are there going to be 10 of them or these two would replace two other?

Good question Yndy! Now let's hope cracker comes around to enlighten us...
 
Originally posted by Qitai
So, what happens when you have 10 luxuries with market place? Do you get 30 happiness points??!! Or 20?

You still get the effects of just having 8 luxuries, and the city view screen does not show more than the 8 luxuries. It would be pointless to get the 9th and 10th luxuries-I wonder if the AI knows this?
It probably should, since the AI checks to see how many happy faces the luxury would add to place a value on it, and since 9th luxury=0 happy faces, they may not value it, except for maybe 1 gold. Would have to ask some DyP players if they know how the AI responds to a 9th and 10th luxury.
Having too many strategics in the game would screw up the city view screen, but there isn't any extra strategics with this game.
 
Yummy.... menudo !!! They eat a lot of that here in San Antonio. It's supposedly a soup made from the stomach linings of young goats. I'd tell you how it tastes, but so far I have been lucky enough to avoid it.;)

Yes, I wondering as well. Are these bonuses and lux in additon to the regular ones or in place of certain ones? Not that it is really going to affect my game, becasue I like to run around and gather up all the extra stuff I see. If it's out there, it's got to be good, right?:confused:

Alright - rocks. Terrific. I could use some for my aquarium.
 
I am wondering, if the new ressources are most likely to be placed in groups would it then be best to place a city right in the middle to have access to all of the group from one city OR to place 2 (or maybe 3) cities close around the group af ressources to give each of the cities a bit og the advange :confused:

Any advice?

- I am going for the conquest level game - still quite new to this -
 
As arguably the worst GOTM’er ever I have little room to criticize, but still…doesn’t it seem more accurate that forcing Menudo on a Civ’s culture should have at least a -3 effect? Maybe even -4 if it’s the Ricky Martin version?
 
I cannot acces the game features page. Everytime I try, it closes civfanatics on me. I then have to reload the entire page. Can anyone help me. I also have never been able to access the page with the special graphics downloads. What is the problem?
 
@Jan_B

WARNING! WARNING! Newbie giving advice!

Now that that is out of the way, I'll give this one a shot. I usually try to set up a 4 turn settler factory, so I need 3 extra food from the surrounding terrain (unless there is a shortage of 2 food tiles, in which case ya need more). I try not to get any more than that in the first city radius, because it basically just goes to waste.

When dealing with resources further from the capital, just remember that the farther out a city is the more corrupt it is. Usually I find it better to try and grab the resources with the city that is going to be closer to the capital, as the cities farther out just waste the extra shields. Bonus food works the same in any city, of course, but the extra population won't produce as much more in a more corrupt city.

If you have a high shield producing city that is short on food, and there is a bonus food resource nearby that isn't needed elsewhere, try to grab it with that city. Forests and hills are good for shields, but it's nice to throw in a Flood Plain Wheat so the city can actually grow.

That's it. That's the sum total of my Civ3 knowledge. :( ;) :D
 
My Greeks will be Livin' la Vida Loca all the way to a Space Race victory:lol:
 
Cracker makes a point of highlighting the food bonus differences between despotism and higher forms of government. So - which of the new resources increase their food bonuses with irrigation? Even in despotism?
 
I prefer cabrito to menudo!

With all of the good hills and mountains, more workers will be needed. This will probably slow down the AIs who won't make enough.

For worker tasks, I don't think it will make big changes to the plains. Irrigation will still be preferred, though mining is an option in despot for lambs, menudo, and olives. The big question is if fresh water is available but I doubt that Cracker would leave us high and dry. Sheep, wool, and goats on plains are the equivalent of cows on plains. Lambs, menudo, and olives are equivalent to wheat on plains.

For deserts, the added resources do make them viable tiles. Mining menudo and olives, irrigating cotton, and leaving goats alone will fully develop them under despot to the equivalent of a mined bonus grassland (except cotton).

Sheep and wool on hills are obvious winners producing (in despot, after mining and roading) 2 food, 3 shields, and 1 or 2 gold. Goats on mountains are just as good.
 
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