bioelectricclam
Warlord
- Joined
- Jul 15, 2006
- Messages
- 244
Just wondering what resources you all consider to be the most and least important. Now I'm a warmonger, so maybe that changes things around a bit, but here is how I rank them and why. Figure people might see something I am missing and give some good advice:
#1: Iron: I consider early to middle game most important, and without iron in that era you can be in some serious trouble.
#2: Oil: if its endgame and you don't have oil, you will almost certainly lose.
#3: Stone: Best "Builder" resource, but also handy for players who prefer to fight. Especially good on "Raging barbs" maps for a good shot at the Great Wall.
#4: Rice, Wheat, Deer, Corn, Pig: the best food resources, since they are easy to get, work well with Granary, or are ridiculously high in
. And since food means
, they also boost production.
#5: Marble, Silver, Fur and Gold: These things are very nice for preventing early economic collapses, and so far as luxuries go are easier to get than those damnable plantation goods. I'd probably give Marble the rank of #4.5 if you like building and not pillaging.
#6: Horse: My theory is that you either love Horse or don't care. I never feel a real pressing need for this resource so long as I can hook up with Iron, but then again I'd rather have Horse and no metal than nothing at all.
#7: Crab, Cow & Clam: The "decent" food sources. Takes more time to hook up with these resources than the #4 stuff, and even then they just don't do the same job as Pig. Kind of hate starting with my capital on the coastline with only ocean food resources, since you lose the workboats the moment you use them. Would be neat if they were more like workers in the water and you could build multiple nets with one boat, but I digress.
#8: Ivory: Elephants can be a great addition to your forces, but like horse you can live without 'em. The luxury part is pretty nice since it can potentially get you out of rioting citizens early on in the game, but otherwise I won't quit a game over not having any Elephant.
#9: Plantation blahdy blahs: H8 plantation stuff. Calendar is probably one of the worst techs out there, as it comes at the same time far more enticing techs are poping up, is almost universally impossible to trade away (Someone always beats you to it), and almost all the plantation resources are either in terrible spots (like desert and jungle), or basically pointless for your overall strategy (you won't be able to trade them away because like you every other Civ has 5-6 Dye of their own, and my Empire's metallurgist have sadly informed me that you cannot make a sword out of Spice). Nice for founding a city with a decent amount of gold tiles to work, but otherwise really blah.
#10: Aluminum: Probably a bit more important than Uranium, because this metal can come in handy for the Space Race Victory. Otherwise, not something I would go to war over.
#11: Uranium: Nukes are just too easily countered (seriously...what gives? Not only are there two buildings which basically make a city immune to Nukes, but they add in the UN and Global Warming to boot. Last time I checked, Global Warming had nothing to do with Nuclear bombs...anyways just my rant. Nukes are fun for us warmongers but they up and give the peaceniks so many ways to counter them it becomes pointless to even try to go Nuclear). Mushroom clouds might be fun, but they are basically eye candy.
#12: Whale: Anyone else notice how, the moment you finally manage to grow your culture far enough to reach whale in some abyssmal little tundra town that will never grow beyond 5 population and that takes 250 turns to build a courthouse in, you are probably 3 or so turns away from discovering Plastic and making the resource useless? Gods I hate Whale.
#13: Did I forget anything? Not gonna count Best Singles and Reels or whatever, since they are more an improvement than a resource I'd say (although I bet others say different).
#1: Iron: I consider early to middle game most important, and without iron in that era you can be in some serious trouble.
#2: Oil: if its endgame and you don't have oil, you will almost certainly lose.
#3: Stone: Best "Builder" resource, but also handy for players who prefer to fight. Especially good on "Raging barbs" maps for a good shot at the Great Wall.
#4: Rice, Wheat, Deer, Corn, Pig: the best food resources, since they are easy to get, work well with Granary, or are ridiculously high in


#5: Marble, Silver, Fur and Gold: These things are very nice for preventing early economic collapses, and so far as luxuries go are easier to get than those damnable plantation goods. I'd probably give Marble the rank of #4.5 if you like building and not pillaging.
#6: Horse: My theory is that you either love Horse or don't care. I never feel a real pressing need for this resource so long as I can hook up with Iron, but then again I'd rather have Horse and no metal than nothing at all.
#7: Crab, Cow & Clam: The "decent" food sources. Takes more time to hook up with these resources than the #4 stuff, and even then they just don't do the same job as Pig. Kind of hate starting with my capital on the coastline with only ocean food resources, since you lose the workboats the moment you use them. Would be neat if they were more like workers in the water and you could build multiple nets with one boat, but I digress.
#8: Ivory: Elephants can be a great addition to your forces, but like horse you can live without 'em. The luxury part is pretty nice since it can potentially get you out of rioting citizens early on in the game, but otherwise I won't quit a game over not having any Elephant.
#9: Plantation blahdy blahs: H8 plantation stuff. Calendar is probably one of the worst techs out there, as it comes at the same time far more enticing techs are poping up, is almost universally impossible to trade away (Someone always beats you to it), and almost all the plantation resources are either in terrible spots (like desert and jungle), or basically pointless for your overall strategy (you won't be able to trade them away because like you every other Civ has 5-6 Dye of their own, and my Empire's metallurgist have sadly informed me that you cannot make a sword out of Spice). Nice for founding a city with a decent amount of gold tiles to work, but otherwise really blah.
#10: Aluminum: Probably a bit more important than Uranium, because this metal can come in handy for the Space Race Victory. Otherwise, not something I would go to war over.
#11: Uranium: Nukes are just too easily countered (seriously...what gives? Not only are there two buildings which basically make a city immune to Nukes, but they add in the UN and Global Warming to boot. Last time I checked, Global Warming had nothing to do with Nuclear bombs...anyways just my rant. Nukes are fun for us warmongers but they up and give the peaceniks so many ways to counter them it becomes pointless to even try to go Nuclear). Mushroom clouds might be fun, but they are basically eye candy.
#12: Whale: Anyone else notice how, the moment you finally manage to grow your culture far enough to reach whale in some abyssmal little tundra town that will never grow beyond 5 population and that takes 250 turns to build a courthouse in, you are probably 3 or so turns away from discovering Plastic and making the resource useless? Gods I hate Whale.
#13: Did I forget anything? Not gonna count Best Singles and Reels or whatever, since they are more an improvement than a resource I'd say (although I bet others say different).