Multiple resources

Jeffery Bagley

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One thing I was hoping for in CIV VII was the need for multiple resources. For Example.....Battleships should require fuel (either coal or oil), and steel to build. Steel should require a foundry that requires both iron and coal to make steel. Thus a battleship would require three resources to build and one to maintain (either oil or coal). A tank would require these same resources. Just like in I think civ IV....Axeman required Copper to build....should be require bronze to build. Bronze should require a forge and both copper and tin. In Civ VI modern planes require only aluminum. They should require aluminum and oil to build and then oil (fuel) to maintain. I was hoping for something like this but I guess not.
 
In CIV VII we won't need any resources to build units, now they give bonuses instead.

Woah, is this true? I totally missed this

So everyone can build horses, swordsmen? Do Horses and Iron gove a bonus to their units or to the production of those units?
 
The specifics are unknown, but as best as we know that's the idea, yes - resources grant bonuses rather than unlocking units.
 
Woah, is this true? I totally missed this

So everyone can build horses, swordsmen? Do Horses and Iron gove a bonus to their units or to the production of those units?
As far as we know, iron grants a combat strength bonus for any infantry unit in the Antiquity Age.
 
Woah, is this true? I totally missed this

So everyone can build horses, swordsmen? Do Horses and Iron gove a bonus to their units or to the production of those units?

Yes. It guarantees the AI can actually build era appropriate units rather than spamming swordsmen because it doesn't have the oil or niter required to actually produce any modern units 😂

Instead strategic resources give hefty bonuses so they're valuable as a way to boost combat power rather than, you know, acting as a hard cap on any building whatsoever. I always liked the Civ 5 system of "X deposit allows Y instances of Z unit" but this system is also pretty good and has been done by modders in the past.
 
While they're simplifying a lot of things and it may be too many things, this is one I agree with. I've played WAY too many games where I have no Iron followed by no Niter or Coal and then no Oil... it's just not fun. Some times it's okay to grit your teeth and play through it, but I find most of the time that was not the sort of playthrough I was looking for.

I have a list of what the resource bonuses are, but some of them change per Age, so the list is not complete or definitive.
 
While they're simplifying a lot of things and it may be too many things, this is one I agree with. I've played WAY too many games where I have no Iron followed by no Niter or Coal and then no Oil... it's just not fun. Some times it's okay to grit your teeth and play through it, but I find most of the time that was not the sort of playthrough I was looking for.

I have a list of what the resource bonuses are, but some of them change per Age, so the list is not complete or definitive.
The worst part of that situation is you need the resources to gain the resources. Without iron, you can't built enough military powers (like man at arms) that you need to conquer your neighbor who have iron.
 
The worst part of that situation is you need the resources to gain the resources. Without iron, you can't built enough military powers (like man at arms) that you need to conquer your neighbor who have iron.
It usually goes something like this:
  • Choose Rome
  • No Iron!
  • Spam Archers and Spearmen
  • Enemy builds Walls
  • Spam Catapults
  • Conquer Irontown
  • Too late, Legions are obsolete
 
One thing I was hoping for in CIV VII was the need for multiple resources. For Example.....Battleships should require fuel (either coal or oil), and steel to build. Steel should require a foundry that requires both iron and coal to make steel. Thus a battleship would require three resources to build and one to maintain (either oil or coal). A tank would require these same resources. Just like in I think civ IV....Axeman required Copper to build....should be require bronze to build. Bronze should require a forge and both copper and tin. In Civ VI modern planes require only aluminum. They should require aluminum and oil to build and then oil (fuel) to maintain. I was hoping for something like this but I guess not.
Whilst I can see the appeal, I think there are numerous problems with an approach like this, not least the likelihood of the AI being entirely flummoxed. For me it would be a step away from fun and a step towards the supply chain tedium of Ara, which I would rather avoid in a Civ game.

I prefer what they have done; resources retain a strategic significance, but you are no longer dependent on them.

Am I imagining things or is there some sort of additional fuel / resource system in Modern Age?
 
Not that I have seen. They have the Factory Resources but that just appears to be another bonus slot type.
Factory ressources are the way to win the economic victory. Those factory ressources give you points each turns, which are required to unlock the final wonder.
 
From what i've seen in the streams, resources are vastly more important in civ7 than they were in civ6, but in different ways.
  • Strategic resources are "just" a combat bonus now, but that's still very important. Those specific resources are not as essential as they were in Civ6 but you'll still want them if you plan to go to war. Probably not if you just plan to defend (but they'll be nice to have anyway)
  • Empire resources (sort of our old luxury resources) will be very strong because they will apply to all our settlements, no matter how many we have. They seem to have varied bonuses but any one will be good to have anyway.
  • Town/City resources (somewhat comparable to old bonus resources, but not really) will be super important to speed-up the development of new settlements. They will also be at the heart of Ancient age economic victor
  • Treasure resources (special city resources found only in the "distant land", the other continent) will allow the exploration age economic victory
  • Factory resources (yet another city resource available in the modern age) will allow modern age (and game) economic victory
With an entire victory condition dedicated to them, i don't think resources (as a whole) need to be more prominent that that. Military players will already need to play diplomats heavily (to gain influence for their war support and avoid multiple-front wars that could potentially tank their combat strength up to -20), it's good they don't need to play railroad tycoon in addition to that. And even then they'll want strategic resources for the combat bonus, but at least now they can try to make acquiring those their first priority rather than having to first capture a town with said resources before they can start a war (which could be a bit of an egg or hen dilemma in Civ6)
 
From what i've seen in the streams, resources are vastly more important in civ7 than they were in civ6, but in different ways.
  • Strategic resources are "just" a combat bonus now, but that's still very important. Those specific resources are not as essential as they were in Civ6 but you'll still want them if you plan to go to war. Probably not if you just plan to defend (but they'll be nice to have anyway)
  • Empire resources (sort of our old luxury resources) will be very strong because they will apply to all our settlements, no matter how many we have. They seem to have varied bonuses but any one will be good to have anyway.
  • Town/City resources (somewhat comparable to old bonus resources, but not really) will be super important to speed-up the development of new settlements. They will also be at the heart of Ancient age economic victor
  • Treasure resources (special city resources found only in the "distant land", the other continent) will allow the exploration age economic victory
  • Factory resources (yet another city resource available in the modern age) will allow modern age (and game) economic victory
With an entire victory condition dedicated to them, i don't think resources (as a whole) need to be more prominent that that. Military players will already need to play diplomats heavily (to gain influence for their war support and avoid multiple-front wars that could potentially tank their combat strength up to -20), it's good they don't need to play railroad tycoon in addition to that. And even then they'll want strategic resources for the combat bonus, but at least now they can try to make acquiring those their first priority rather than having to first capture a town with said resources before they can start a war (which could be a bit of an egg or hen dilemma in Civ6)
Carefull, what you call town/city ressources are two really distinct type of ressources. You have:
- Luxury ressources, that can only be slotted in cities
- Bonus ressources, that can be slotted either in town or in cities

Also, while bonus ressources seems to be rather straighforward (just bonus yields), luxuries can have different yields depending wether you slot them in your capital or other towns, or be a % modifier.

For economic legacy path in antiquity, bonus ressources will be rather important, since they are the only one you can slot in village. Otherwise you will need more cities (so lot of gold...) to reach the required target. And Empire and Strategic ressources, while nice to have, won't contribute to the legacy path at all...
 
From what i've seen in the streams, resources are vastly more important in civ7 than they were in civ6, but in different ways.
  • Strategic resources are "just" a combat bonus now, but that's still very important. Those specific resources are not as essential as they were in Civ6 but you'll still want them if you plan to go to war. Probably not if you just plan to defend (but they'll be nice to have anyway)
  • Empire resources (sort of our old luxury resources) will be very strong because they will apply to all our settlements, no matter how many we have. They seem to have varied bonuses but any one will be good to have anyway.
  • Town/City resources (somewhat comparable to old bonus resources, but not really) will be super important to speed-up the development of new settlements. They will also be at the heart of Ancient age economic victor
  • Treasure resources (special city resources found only in the "distant land", the other continent) will allow the exploration age economic victory
  • Factory resources (yet another city resource available in the modern age) will allow modern age (and game) economic victory
With an entire victory condition dedicated to them, i don't think resources (as a whole) need to be more prominent that that. Military players will already need to play diplomats heavily (to gain influence for their war support and avoid multiple-front wars that could potentially tank their combat strength up to -20), it's good they don't need to play railroad tycoon in addition to that. And even then they'll want strategic resources for the combat bonus, but at least now they can try to make acquiring those their first priority rather than having to first capture a town with said resources before they can start a war (which could be a bit of an egg or hen dilemma in Civ6)

My initial take is that strategic resources are less valuable than before - in 6, if you lack iron or horses, you're practically completely locked out of those units. Now, granted, there are other avenues around that, and in many cases, you just need one copy of a resource and with creative management, can make them work. In 7, iron just giving +1 strength to infantry units definitely doesn't feel as strong of a bonus.

But on the flipside, other resources are much more valuable. Since instead of giving a mild happiness bonus in 6, now every resource pretty much gives you something like the Monopolies mode industry bonus. Okay, I mean maybe not quite as strong, but you can get that for each individual copy, not just once, and you have flexibility to shift it around to maximize it.
 
My initial take is that strategic resources are less valuable than before - in 6, if you lack iron or horses, you're practically completely locked out of those units. Now, granted, there are other avenues around that, and in many cases, you just need one copy of a resource and with creative management, can make them work. In 7, iron just giving +1 strength to infantry units definitely doesn't feel as strong of a bonus.

But on the flipside, other resources are much more valuable. Since instead of giving a mild happiness bonus in 6, now every resource pretty much gives you something like the Monopolies mode industry bonus. Okay, I mean maybe not quite as strong, but you can get that for each individual copy, not just once, and you have flexibility to shift it around to maximize it.
Until Civ 6, the strategic resources are the exact resources: if you don't have a horse resource, there is no horse in your army. (unless heavy cavalry which needs iron :/)

In Civ 7, the empire resources about combat strength are the "high quality source" of them. You can use horses, but your cavalry will be much stronger with the good horses came from the resource.
 
It is also a lost opportunity to have factory rescources not actually being transformed when assigned to factories. Would be more logical and thematic if Kaolin was lost when being applied to a factory and you instead gained Porcelain which had much more impressive yeilds.
 
Carefull, what you call town/city ressources are two really distinct type of ressources.
Yes, i didn't want to add too many bullet points since both work the same way (just not all of them can be slotted to towns, but all can be to cities) 😉
My initial take is that strategic resources are less valuable than before
They will be valuable, but their lack will no longer be game breaking, which i think is a good balance.
 
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