New civ linked to new resource

I still can't see how bisons would be luxury resources. Glass seems much more probable, or seals.

Whist the Native people used them for multiple uses the white man hunted them for pelts so they work as both Fur and potentially like cattle. Like any resources if it was a pure luxury it may give food, gold or production bonuses and I'd say gold and food would be appropriate in this case.
 
I'd say Buffalo/Bison. If luxury; Rice.
 
I can't see how glass is any different to jewellery or porcelain. All are examples of produced resources.

They are CS only resources and to get them you have to buddy up with the appropriate CS's. If Glass came in that way I could see it working but that means no Venice/Italy as a CIV. If glass is in as a luxury resource produced by civs then it's a huge change in game mechanics by either making a resource exclusive to one civ or making new building improvements that produce a resource with a new civ getting advantages from those buildings. Either way it juut seems too clunky given civs trading system is very basic with goods beign luxury or strategic in terms of trade with other civs.

I suspect a new resource will be the traditional plonking down on tiles on a map and that the civ linked to it gets advantage from it

Sioux or Comanche - Bison
Australia - Extotic animals (marsupals), opals, Eucalyptus etc
Seals - Inuit

The above 3 are mentioned a lot because they are linked to those natural resources which primarily get used by them.

Coffee, Rice, Chocolate, Natural Gas etc are not civ specific although there are societies more closely linked than others.

In Civ manufactured goods have not been traditionally classed as resources except for the recent additions to give soem CS's unique flavor and to add depth to CS relationships. It's possible for Glass, Weapons, Electronic goods etc to be added but it does change the game mechanics pretty radically.

Slaves, Poppy and a few other iffy resources are probably unlikely to be in but with the WC banning certain luxuries I could see some in and those being the ones that could be banned. Some of those are linked pretty heavily with certain societies but again it is a fairly big game changer.
 
it'd be interesting if it was related to the archaeology, such as fossils or burial tombs. but that wouldn't link it to a civ I suppose

if cloves = spices then seals = furs/whales, bison = cattle... same uses don't eliminate choices

or does it?... I think bison or seals would be stupid, really
 
Furs/whales? Because they are so alike - And seals were a huge commodity and food resource (worth even war in the past)
 
In Civ manufactured goods have not been traditionally classed as resources except for the recent additions to give soem CS's unique flavor and to add depth to CS relationships. It's possible for Glass, Weapons, Electronic goods etc to be added but it does change the game mechanics pretty radically.

Slaves, Poppy and a few other iffy resources are probably unlikely to be in but with the WC banning certain luxuries I could see some in and those being the ones that could be banned. Some of those are linked pretty heavily with certain societies but again it is a fairly big game changer.

I fail to see how adding additional manufactured luxury resources will change anything radically. All luxury resources apply the same bonuses across the board. I also fail to see how giving exclusivity of one luxury to one civ will do such a thing either.

As far as I'm aware, it isn't clear whether the World Congress will be able to ban any resources or not, but I'm inclined to believe that all resources will be bannable. It is the only thing that makes sense gameplay-wise and thus controversial luxuries are unnecessary.

I'd say Buffalo/Bison. If luxury; Rice.

For something to become a luxury, there must be scarcity. There is no scarcity of Rice.
 
I fail to see how adding additional manufactured luxury resources will change anything radically. All luxury resources apply the same bonuses across the board. I also fail to see how giving exclusivity of one luxury to one civ will do such a thing either.

As far as I'm aware, it isn't clear whether the World Congress will be able to ban any resources or not, but I'm inclined to believe that all resources will be bannable. It is the only thing that makes sense gameplay-wise and thus controversial luxuries are unnecessary.



For something to become a luxury, there must be scarcity. There is no scarcity of Rice.

At the moment other than the manufactured goods gifted by freindly city states other luxury resources are map based. If you add in resources created by buildings it changes the system. If those resources are civ specific then it changes the balance radically in a resource low game. Personally I see it as too complex a change which is why I suspect any resource added will be the taditional plonk down on tile type.
 
At the moment other than the manufactured goods gifted by freindly city states other luxury resources are map based. If you add in resources created by buildings it changes the system. If those resources are civ specific then it changes the balance radically in a resource low game. Personally I see it as too complex a change which is why I suspect any resource added will be the taditional plonk down on tile type.

If you have a water-less map, England is at a woeful disadvantage. If you are in a heavily-forested map, the Celts are at a high advantage. I don't think the risk of having an extra, exclusive luxury on a resource deprived map is something Firaxis will be thinking too hard about. It also depends upon the conditions required to gain this resource. In my Venetian mod, you must have a source of Jewellery in order to build the unique building which provides a source of Glass. This can throw the game either way, much in the way that Spain is played.
 
For something to become a luxury, there must be scarcity. There is no scarcity of Rice.

In Civ games? Rice would be spread out across the map like wine, spices, or sugar.
 
Probably more likely to be spread out like wheat is right now - I'd rather like rice to be added to add a little flavour to the various extra food tiles.
 
In Civ games? Rice would be spread out across the map like wine, spices, or sugar.

I meant realistically, but come to think of it: is citrus rare enough to be called a luxury? If not, then my point is invalid. Otherwise, I'm just sure Rice wouldn't cross anyone's mind as something luxurious - a nobleman wouldn't send his servant to go buy a bag of rice. It is better off as a bonus resource.
 
My guess is the luxury is going to be "created" with a UI type mechanism where the luxury is "built" by a worker. For example, the Powhatans will send a worker to build a tobacco plantation somewhere within the city's sphere of influence on a certain terrain type, say grasslands or in a forest. This will give a +gold benefit on top of the tile.

You could also have Moroccans building a saffron plantation etc.

My hunch is that it won't be a regular type luxury geared to spawn next to the settler at game start.
 
My guess is the luxury is going to be "created" with a UI type mechanism where the luxury is "built" by a worker.

Would that cause issues with unrevealed resources popping up later on those tiles? Wasnt that part of the reason the tulip thing didnt work out?
 
Please stop considering marsupials a potential resource!! They're not!!


Whist the Native people used them for multiple uses the white man hunted them for pelts so they work as both Fur and potentially like cattle. Like any resources if it was a pure luxury it may give food, gold or production bonuses and I'd say gold and food would be appropriate in this case.

Pelts? Really? Interesting, I didn't know that! I thought they were just hunted for easy food and trophies. Now they seem more likely as a luxury to me.
 
..then seals = furs/whales...

I disagree... Seals would be a Luxury on Snow... Although whales sometimes appear on icy coasts, it is not always like that... Seals could be a relatively scarce resource on an already hard tile, something potentially adding new variables on gameplay...

Cloves could be nice... if it weren't for the whole "only 1 lux resource that sort of gives away a civ", I'd actually support their inclussion too; but as of now, seals would be able to change the ussage of a tile, while cloves; would mostly be interesting...
 
seals don't only live in tundra, they live in coasts worldwide. and you get the same things from a seal that you get from whales and furs, you get oil and furs.
 
seals don't only live in tundra, they live in coasts worldwide. and you get the same things from a seal that you get from whales and furs, you get oil and furs.

I mean gameplay-wise, not real-life wise... What we could get is a resource that would grow on snow, that's the different thing...
 
At the moment other than the manufactured goods gifted by freindly city states other luxury resources are map based. If you add in resources created by buildings it changes the system. If those resources are civ specific then it changes the balance radically in a resource low game. Personally I see it as too complex a change which is why I suspect any resource added will be the taditional plonk down on tile type.

Complex? Hah? What is complex about getting 1 lux-ressource, for instance Venetian glass, per workshop you build? It will work perfectly fine within the current mechanisms.

There is also a limited number of civs you can trade with, and a building requirement will make you have to work for the benefit.

Overpowered? Don't think so. Can't be more overpowered then the portugese unique tile improvement, or the dutch and arab ressource trade abilities (guess the venetian UU wouldnt be so game breaking good as the Camel Archer either).
 
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