Missing strategic resource: Latex (Rubber) from the Rain Forest

Timber in general was always neglected as a strategic resource in Civ, while all naval units up till Ironclad - all of them were created from timber as a base material. Even Ironclads had tons of timber in its components.

Just to remind, that Copper today lays in the base of ALL cables in the world (including the power cords giving electricity to y computer)

And we completely forget how important was Salt - up till Refrigeration, it was almost the only way to preserver Food, and Refrigeration tech is what, less than 100 y.o.? Yes, Refrigeration was very well known but did not served as preserving food, but it was Salt - all the way. I think Salt must be another Strategic Resource, absolute w/ Refrigeration tech. Google "salt trade trails wars".

I don't know. Salt makes sense as a luxery resource, imo. It kind of grants happiness by allowing people to store food for longer. Except for the preserving of food (which, I agree, was very important), it didn't really have much use. Not needed for buildings, not needed for armies (except to pay them if you're the Roman Empire).

And for timber... It's important, but really, go anywhere out of the city, and you see forests. Plus, if you got wrong kind of trees in your forest, you just burn it down and plant the right kind of trees. I compared iron with it because both are important, but neither is scarce. The same holds for aluminium, though I do believe bauxite is less evenly spread over the earth. I don't know the details of that though, only that it's really common (as Wikipedia told me that).
 
I have to agree. The scarcity of iron in Civ games, especially Civ6, makes absolutely no sense. During the bronze age, major of centers of power grew up around the availability of copper, tin, and arsenic (which were often found in different places); in many cases these centers of power collapsed or diminished after the transition to the much-more-readily-available iron. Civ seems to assume bronze can be found anywhere while iron needs careful sourcing, but historically it was definitely the other way around--it would make much more sense to make copper and tin strategic resources and iron a bonus resource (suggesting not the presence but a particular abundance of iron).

The problem was that the sources of the metals for Bronze the Alloy, especially Tin, were nowhere near the sites of the Civilizations in the Middle East, Indus River valley, and Mediterranean. This stimulated long distance trade but also made Bronze a relatively rare and expensive metal. Iron, by contrast, was available in the limited quantities required (30 kg of iron is more than enough to equip and armor a swordsman, 100 tons of iron will equip an entire Roman legion head to foot) almost everywhere. Notice that the armies of the Bronze Age tended to be a few armored Nobles and a bunch of non-metallic followers (see The Iliad), while the Iron Age saw mass armies carrying metal weapons and wearing metal armor (Roman Legions, Greek Hoplites, etc.)

Civ's perennial problem is that it makes no distinction between the limited quantities required for effect in the ancient era and the Industrial Quantities required in the Industrial Era and on. You might find enough Copper to make jewelry or bronze for a band of warriors in many places, but to find the 100s of tons needed to wire one industrial city for electricity is much, much harder. Iron even more so: 100 tons might equip an entire Roman legion, but it will barely provide rails for a single mile of railroad track, and one medium-sized Ironclad will require 2-3000 tons of the stuff! You could equip the entire Roman Imperial Army of 35+ legions (historically) with the iron ore required to build one dreadnought Battleship. The problem of Resource Supply becomes an Order of Magnitude more difficult, and is entirely missing from the game, leading to absurdities.

Also, as I have posted elsewhere (several times!) the distinction between Bonus, Strategic and Luxury/Amenity Resources is entirely artificial: the use of a resource varied with the requirements of the civ and the technology available. Copper, for instance, may be useful in ancient/classical eras for jewelry, tool, and bronze, but it was also a requirement for efficient electrical wiring in the Industrial/Modern Eras - a Bonus and 'Luxury' Resource (see the effect of electricity in the individual home on Society in the late 19th, early 20th centuries). Gold is the classic 'Luxury' Resource, but it and Silver are also the basic metals for Coinage, therefore required for markets and most trade, and in the Information Era gold becomes a requirement for Solid-State electrical connectors, making it a Strategic Resource (computers, electronics in ships, planes and weapons) and Luxury/Bonus Resource (personal computers, cell phones, tablets - both Productivity and Happiness making).

Every Resource should simply be a Resource, with its application left to your situation/technology in the game, and with Substitutes available or most of them: Oil for Latex, Silver or Paper Money for Gold, Obsidian (makes very sharp blades) for Bronze or Copper Tools (or Weapons - see Aztec Eagle/Jaguar Knights). Then make many of them available in either Basic or Industrial quantities, revealed as you get the technology to find them, and the Resource system would be much more dynamic and interesting throughout the game than it is now.
 
@Boris Gudenuf I agree with everything you posted. In regards to your first post, I would love to see more differential distribution of resources to promote more of that kind of long distance trade. I think it's interesting to note that the very first urban civilization, Sumer, was in a location with virtually no resources: no copper, no tin, no iron, no gold or silver, no stone, no wood...pretty much nothing but mud and the will to survive.
 
@Boris Gudenuf I agree with everything you posted. In regards to your first post, I would love to see more differential distribution of resources to promote more of that kind of long distance trade. I think it's interesting to note that the very first urban civilization, Sumer, was in a location with virtually no resources: no copper, no tin, no iron, no gold or silver, no stone, no wood...pretty much nothing but mud and the will to survive.

Sumer is also a good example of the "There's Always An Alternative" rule for Resources. The Egyptians had lots of good stone - limestone, granite, and sandstone from the cliffs along the Nile, so they built in stone and what they built (Pyramids, Sphinx, Temple of Karnack, etc.) lasted 1000s of years. Sumer MAY have built equally monumental structures, but they were all mud-brick and literally melted away in a few years. On the other hand, they had good access to water and irrigation systems to make use of it, and developed clay/mud engineering to include (eventually) the Potter's Wheel producing decorated pottery for sale (my old Archeology Professor said that whenever a pot is made on a wheel instead of by hand that meant it was for sale, not for family use - so evidence of some kind of market/trade going on) and, of course, cuneiform clay-based writing and record-keeping. Literacy, Trade, Markets, Architecture, Irrigation - not bad for a 0 Resource Starting Position in any game!
 
That's why I find Sumer so fascinating and their Civ6 incarnation so disappointing: they started with nothing and created an empire that shaped the Near East for millennia, long after they were forgotten and assimilated by Babylon.
 
That's why I find Sumer so fascinating and their Civ6 incarnation so disappointing: they started with nothing and created an empire that shaped the Near East for millennia, long after they were forgotten and assimilated by Babylon.

Precisely: "They started with nothing" - no Bonus or Strategic Resources, mediocre Flood Plain start - what Gamer in any Civ game - V OR VI - would consider that a playable Starting Position?

Yet it should be. It was. A system of Resources whose utility is defined by the Civ's progress and for which there are substitutes to get the Civ roughly to where it has to go would allow you to play just such a 'bad' Starting Position viably in a game. The game needs some serious thinking about and changes in the entire Resource system. Not for Sumer's sake, but for the sake of the gamer stuck with a 'Sumer Start'!
 
Precisely: "They started with nothing" - no Bonus or Strategic Resources, mediocre Flood Plain start - what Gamer in any Civ game - V OR VI - would consider that a playable Starting Position?

Yet it should be. It was. A system of Resources whose utility is defined by the Civ's progress and for which there are substitutes to get the Civ roughly to where it has to go would allow you to play just such a 'bad' Starting Position viably in a game. The game needs some serious thinking about and changes in the entire Resource system. Not for Sumer's sake, but for the sake of the gamer stuck with a 'Sumer Start'!

Well, they had flax, which turned out to be the main export (raw and processed) of the region, next to the already named pottery. And I think that Flax would be a very nice addition to resources in civ. The other readily available 'resource,' reeds, would probably not make that good a resource though.
 
Well, they had flax, which turned out to be the main export (raw and processed) of the region, next to the already named pottery. And I think that Flax would be a very nice addition to resources in civ. The other readily available 'resource,' reeds, would probably not make that good a resource though.
They did have flax, but I don't think they used it much: Sumerian clothing was primarily wool as was most Near Eastern clothing; linen was more of an Egyptian thing. If I were to attribute a resource to the Sumerians, it would be sesame, which produces an enormous quantity of oil--far more than the olives used in the Western Near East (albeit olive oil is of higher quality). Aside from sesame, the Sumerians did have wheat, albeit the Levant and Egypt had it first.
 
According to the translations from the University of Pennsylvania, who did a lot of the early work on the cuneiform fragments, wool or 'tufted' wool was the primary clothing in Sumer - the addition of tufts of wool to the cloth made it resemble the sheep's fleece or rough outer hide on the pre-woven clothing! Flax doesn't get mentioned until well after 2500 BCE, or 500 years or more after woven wool.
Likewise, the earliest Sumerian text on farming was translated with 'barley' as the grain - but I am a little suspicious that the original meaning may have been simply "grain", - we know that they raised both barley and wheat, because they made beer out of both of them or combinations of the two!
- Which is a good reason to change 'Wheat' as a Resource to 'Grain', covering all the forms of wheat, barley, oats, rye and making the Resource available in a wider range of terrain and climate.

Back to Flax for a moment... As a 'Resource' what's the point? It is only one of several sources of clothing, it is not a sole resource for any particular trade, Amenity, or Strategic purpose. We can go crazy adding resources until we tip over into a delightful game of Micromanagement Economics, which will attract players about like the Plague attracts tourists.
 
We can go crazy adding resources until we tip over into a delightful game of Micromanagement Economics, which will attract players about like the Plague attracts tourists.
...I like micromanagement. :(

But I agree, Wheat should be changed to Grain covering wheat, barley, oats, rye, millet, sorghum, etc. I'd caveat that simply because of its importance I don't mind keeping Rice separate, and for the same reason I feel like they should add Maize. I wouldn't mind seeing Oil added as a resource (i.e., olives, sesame, safflower, linseed, etc.), since these things were pretty important in a variety of uses--lamps, cooking, medicine, etc. What's currently called "Oil" can be renamed Petroleum.
 
...I like micromanagement. :(

But I agree, Wheat should be changed to Grain covering wheat, barley, oats, rye, millet, sorghum, etc. I'd caveat that simply because of its importance I don't mind keeping Rice separate, and for the same reason I feel like they should add Maize. I wouldn't mind seeing Oil added as a resource (i.e., olives, sesame, safflower, linseed, etc.), since these things were pretty important in a variety of uses--lamps, cooking, medicine, etc. What's currently called "Oil" can be renamed Petroleum.

Agreed, Rice should be separate - it's why I didn't include it in the Grain list. Unlike the other grains, Rice historically caused a population Boom in China when varieties were developed that allowed South China to harvest 2 crops of Rice a year. That instance and the introduction of the Potato to Europe are the only historical (Civ-period) instances I know of when a 'Resource' caused major changes in population, so Rice, Potato and Maize should be listed separately.

Vegetable Oils is another good example of multi-use resource: Olive Oil was a Major Trade item for Greece, because the oil was food/cooking resource and a health resource. The other historical specific that I'm personally aware of is that sunflower (Seed) Oil, which was extensively used in Russia/USSR, can be used to lubricate machinery, where it has a most useful property - it congeals or freezes at a much, much lower temperature than any normal petroleum-based lubricant. Consequently, in November 1941 when the temperature in front of Moscow dropped to -25 F, German engines literally froze solid, while Soviet engines kept on running. - That's 'way too much detail for a game of Civ's scope, but I like the idea of Petroleum and Vegetable Oil as separate Resources, since (for the most part) they have separate Effects:
Petroleum - required to run Internal Combustion engines, so required for Automobiles (Amenity and Trade), ships, tanks, aircraft units, etc
Vegetable Oils - add Health (soaps) and Happiness (Amenity), Trade items, - and for something different, many of the Veggie Oils are used as supplements for animal feed, so having them could add, say +1 Food to the effects of Sheep and Cattle.
Also, because like Grains we're representing a range of plants, Vegetable Oils could be available on a wide range of terrain: hills for Olives, Jungles for Palm Oil, Plains/Grassland for Sunflower, etc.
 
Could we have more cash crop grains? Instead of offering the current +1 food it'd offer +1 gold, when harvested it's offer a onetime bonus of food and gold.
 
Could we have more cash crop grains? Instead of offering the current +1 food it'd offer +1 gold, when harvested it's offer a onetime bonus of food and gold.

Two quick ways...
1. International Food Trading - should have been in the game already, but Civ's Trade System is a mess, so not surprising it isn't. For simplicity, allow trading in Bonus Resources, which would include Meat (cattle, sheep, bison), Wheat, Rice, and other foodstuffs. Obviously, this would reduce the food to your own population, but it could give you more control over Growth and, if you have a city particularly well-furnished with food-producing Bonus Resources, a way to turn them into Gold.
2. Add a building in about the Industrial or renaissance Era: Distillery. For every Bonus Resource of Wheat or Wine that the city is working, the building produces +1 Amenity - "Spirits". All after the first can be Traded. The Distillery would also produce +1 Gold for each Spirits, because all governments started taxing distilled liquor as soon as they saw what a potential Cash Cow it was.
Then some Modder can add the Distrillery Civilizations of Scotland and Canada ...
 
Silicon should be added as a strategic resource as well, especially for Information Era.
Silicon is so common, though, I don't see the point: the overwhelming bulk of the Earth's crust is made up of silicates. You might as well make Air a resource.
 
Silicon is so common, though, I don't see the point: the overwhelming bulk of the Earth's crust is made up of silicates. You might as well make Air a resource.
Fair point.

Flowers should be a luxury resource (with the icon depicting tulips). Note that at one point, the entire Dutch economy was dependent on tulips!
 
Silicon should be added as a strategic resource as well, especially for Information Era.

Silicon makes iron and aluminium look scarce.

Fair point.

Flowers should be a luxury resource (with the icon depicting tulips). Note that at one point, the entire Dutch economy was dependent on tulips!

Yeah. And then we had the first economy bubble plus crash of the world.
 
Economy/Trade Victory? As output of Production * Gold + Trade Routes + amount of Food, etc

More like economic defeat. If a tulip bulb is more expensive than a building in the center of Amsterdam at the height of it's golden age, something's wrong with your economy.
 
So Economy/Trade Victory in the game does not make any sense at all ? Well, it does to me )))
 
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