I'm also expecting some new luxury resources, but not much. Two or three.
As already was mentioned, coffee, tea and cacao are obvious luxury resources.
But from a gameplay point of view it wouldn't make sense as they all are calendar resources, so I'd expect only one or two of those resources. I'd expect at least a mining resource too.
I would love for them to add lots more just for diversity and flavour.
All they would have to do to balance things out is add a bit more code that adds an equal(ish) number of luxuries for each improvement method in each game, leaving some out.
Yeah, was thinking the same thing. They could just weigh the different luxuries so they aren't truly random (maybe this is even already the case?)
There are a lot of calendar luxuries, but no reason not to add additional in for flavor as long as there is still a good mix of mining/calendar/sea/trapping in every game.
It has got to be an easy thing to code as well. A few lines in the XML, a few images, and good to go.
I'd like to see Tea, Coffee, Tobacco and Cocoa as new luxuries that were all pretty important in global trade. Furs and Spices are quite general luxuries that could be broken down a bit further into more distinct luxuries.
As someone else said, trading luxuries can be a pain. Maybe there could be a system of gifting luxuries to city states for an increase in the base relationship? It's annoying having excess luxuries that I can't do anything with because the AI just doesn't want to trade.
I don't think there will be any new luxuries. The new trade routes don't seem to be tied to luxury resources, so they blanket portray all other potential commodities from ambergris to zebra skins.
What they could add was a sort of "rare luxury". Meaning you don't spawn near 3 or 4 of them, but you could have 1. With a few dispersed around the map. They would place themselves between luxuries and natural wonders for tile yield.
Like a lake with caviar in it for example, maybe like pearls but with +2-3 gold. Maybe give an extra happiness if traded away, heightened diplomatic relations or just more gold.
So that sort of thing, rare luxuries. Diamonds, caviar, Hexaplex trunculus.
I'm not sure why we need more luxury items. We have so many already, and happiness is already easy enough to come by in the late game.
Tabacco is an absolute no go. The drug reference would get the rated popped up to T (for teen) in the United States. The game is currently rated E 10+. 2K isn't going to want to lose its rating over a luxury good.
It'd be nice something along these lines, but not wonder-related. Perhaps a building that transforms strategic and/or luxury resources into a manufactured luxury resource. Eg.: Oil+ Aluminium +Iron=Cars
I'm guessing yes, but I think it's likely that they'll have slots for externally created Great Works, rather than generating trade-able luxuries as in Civ IV.
I suppose my inclusion of hemp (not really a luxury, as some have pointed out) and poppy (while an important crop (Opium Wars, morphine synthesized from it) would bump the game out of its targeted rating, I still think that tea, coffee, cocoa, and yes even tobacco should get in, if only for the sake of variety.
And no one has really addressed my suggestion that by increasing the amount of luxuries in the game while simultaneously limiting their availability to certain regions would promote intercontinental trade.
On a related note I also support the increase in bonus resources, also for the sake of variety and flavor.
One new suggestion that has occured to me: what if there are certain luxuries that carry a heavier bonus for particular civilizations?
Or, to deepen the system, what if luxury resources 'grow happiness' over time? For instance, you start out the game next to marble and it only gives you +1 at first, but then develops over time to give you more as your people come to not just enjoy it, but to depend on it for their daily lives. Then imagine what would happen if that luxury was suddenly denied them... a malus would occur.
This would simulate the mechanics of a trade embargo/boycott/etc. You could use the denial of trade as an additional weapon or as a factor when determining who to go to war with, both as a deterrent (fear of losing access to a particular luxury) or as an incentive (possibility of permanently securing access to said particular luxury).
If there's a particular "evil" resource that could be banned, then it's like a bad fortune to spawn near one, like "oh crap! four tiles of tobacco! World Congress is not gonna like this!"
On the other hand it's pretty funny to think a raging debate in Congress over the perils of Truffles use, although I wouldn't mind it.
The captured enemy workers in Civ III became Slaves that didnt build improvements as fast if I remember right. Also in Civ IV there was Slavery civic and sacrificing city's population over rush building some vain wonder.
Now we get Civil War scenario and Africa scenario.
Slavery was a shameful period in history, but in example of Civ III it wouldn't offend people I think.
Someone wrote that Assyrians captured loads of enemies and civilians and trasferred them back to Assyria as slaves, maybe that's their UU: When conquering a city, some of population moves to your cities.
I don't have a problem with presenting slavery as a mechanism (though I very much doubt Firaxis has the courage to do it: see Colonization), but I don't think representing slaves as a luxury resource is an appropriate way to do it... either from a game mechanics standpoint or from a cultural sensitivity standpoint.
I liked the idea someone suggested of ambergris being a luxury good, but I think it is too similar to the existing whale luxury resource to be valid.
I don't know, I love variation so I'd be happy with as many new types as possible. Jade, Coffee, Tea, Teak (or Ebony), Tulips (or just flowers in general), Alabaster (or some other interesting type of stone like Lodestone for example), Tropical Fish, Orchids (again under the category of flowers), Honey....
Also, I'd like to see a much cleaner and smarter UI for Luxuries. I want to see exactly how many I have, where they are going / being used and where I am importing them from.
I remember in some screenshots of vanilla on Arioch analyst page, they were some red flowers... I'm still hoping that it will be a poppy ressource . Poppy as a flower, not in its drug version (opium), could bypass the american drug reference?
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