Machiavelli24
Mod creator
- Joined
- May 9, 2012
- Messages
- 818
Here is a screenshot of what it is likely to look like for the first release. Sadly without being able to see the buildings tooltips just looking at the icons won't be extremely informative, as some buildings have had their role changed greatly. For example, the pharmalab requires oil and the Cytronusery and Vivarium each require basic food resources nearby.

---------------------
Since each strategic resource gates access to a certain aspect (Titanium for Armor/Artillery, Oil for orbital, Geothermal for Spy Agency and Wonders) everyone will need each strategic by the mid game. So I expect everyone will grab all the reveal techs by the time the early game is coming to a close.
The big risk with this approach is that since everyone needs at least a minimal supply of each strategic resource a bad start without access to a specific strategic could be crippling.
----------------------
---------------------
cboxall, good to hear that everything worked out for you, even if it didn't end in your glorious victory! I have been concerned that Artillery doesn't scale enough to overcome the raw strength of city defense buildings. One of the things the early years update will change is generally reducing the number and effectiveness of city defense buildings in the first tech ring.

---------------------
This is something I've had concerns about and will be keeping an eye on after "the early years" update is released. I'm hoping the strategic resource reveal techs won't be as big of a gamble as iron for swordsman was in civ5 because the really good early game uses of them will be on the leaf techs under them. So if you research Chemistry, see you have no oil, you'll know not to go get Biochemistry since the Pharmalab and Miasma Repulser both require oil.[the strategic resources]...leads to is a huge gamble that can make that one tech extremely powerful or very weak based on something that the player can't know beforehand.
Since each strategic resource gates access to a certain aspect (Titanium for Armor/Artillery, Oil for orbital, Geothermal for Spy Agency and Wonders) everyone will need each strategic by the mid game. So I expect everyone will grab all the reveal techs by the time the early game is coming to a close.
The big risk with this approach is that since everyone needs at least a minimal supply of each strategic resource a bad start without access to a specific strategic could be crippling.
----------------------
To the degree that they are the efficient ones, they will make terrain dictate technology. What's your thinking here, Machiavelli?
Together you've captured the risk and the allure of the idea. The recycler -- which has its tooltip in the screenshot above -- is an example of one of the "efficient resource" buildings. The Quests are designed to have a per-building and a per-player option. So even getting only 1 Recycler can be worth it.I think tying certain buildings to certain resources can be good for gameplay though - it just means that you have to improvise every single game and think about a way to make the best out of the resources that are available.
---------------------
cboxall, good to hear that everything worked out for you, even if it didn't end in your glorious victory! I have been concerned that Artillery doesn't scale enough to overcome the raw strength of city defense buildings. One of the things the early years update will change is generally reducing the number and effectiveness of city defense buildings in the first tech ring.