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.
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.
They will still as valuable as in previous CIVs. That means if you want to go warmonger you will covet them, because those bonus can lead to victory against less prepared civs (as in "less strategic ressources"). And if you want to go pacifist, you will still see them as optionnal.
But I like this system best because you can't be locked out of important units, even if all you want is to defend youself.
Depending on the civs/leaders, I can even see case when you will want to take over a city state or opponent's city because of the strategic ressources. For example, a Charlemagne/Mogolia combo will drool over a city with 3 horses...
Bear in mind that if deity AI gets a default +8 combat strength, you're going to want as many strategic resources as possible to compensate if you can!
They will still as valuable as in previous CIVs. That means if you want to go warmonger you will covet them, because those bonus can lead to victory against less prepared civs (as in "less strategic ressources"). And if you want to go pacifist, you will still see them as optionnal.
But I like this system best because you can't be locked out of important units, even if all you want is to defend youself.
Depending on the civs/leaders, I can even see case when you will want to take over a city state or opponent's city because of the strategic ressources. For example, a Charlemagne/Mogolia combo will drool over a city with 3 horses...
I wasn't necessarily passing judgement that it's a bad thing that they're less valuable. Every +1 has value. Given how generally rare they are, I could maybe see a +2 being more of a balance, but until we get it in our hands, it's hard to know for sure. Definitely not being locked out of unit types is a valuable change for balance.
Supply chain can be really interesting... in a game with smaller scale like Anno series, endzone and many other city builders where supply chain is the main focus. Ara idea of mixing a 4x like civ with the details of managing a city of a city builder made me even more strongly believe that games need to abstract things, especially the larger they are in scale.
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