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?
When there was talk about G&K, people speculated that the Dutch Polders might be able to produce Tulips at a later stage in the game. Something like that could still be done. I'm sure there could be something for the other tile improvements as well in that same kind of vein.
I'm wary about trying to guess luxury resources from early screenshots for that exact reason - everyone presumed tulips were in G&Ks.
I doubt Poppies or any other drug-related luxuries will be included. It wouldn't be that much of a deal but why take the small risk when there are so many other potential things that could be used?
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.
I want the game to be more complicated. They've shifted towards a minimalized, user-friendly format with CiV; thankfully the expansions are bringing us out of that. And I don't think anything that would deepen immersion can be classified as poor game design. Plus, variety =/= complication.
You're right, there is a threshold where new things are added that only serve to make the game more convoluted, but expanding on the luxury system, which is aleady in the game, is not going to do that.
Complication is great when it adds to interesting decisions and better play value. Complexity for complexity's sake only adds pointless micromanagement. You can take complexity in goods to extremes like those in Colonization, but it's hard to do without becoming extremely tedious to manage.
When there was talk about G&K, people speculated that the Dutch Polders might be able to produce Tulips at a later stage in the game. Something like that could still be done. I'm sure there could be something for the other tile improvements as well in that same kind of vein.
Sure, it's just that poppies are not a good choice. Tulips in the Netherlands really were an astronomically expensive luxury that at one point drove the whole economy. Everyone knows that the most lucrative use for poppies is not to put in your lapels.
While I think more luxuries are a possibility, I think there's a risk of having too many tiles with things (while I don't personally have this problem, Firaxis seems to). This is a problem that can't be made up for by reducing the total number of luxuries in a single game because you still need enough to be able to trade them with others. That's why I expect one or two rather than a bunch.
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'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.
big thing here, trading luxuries is a tedious process right now, they HAVE to do something about that. I wish there could be a "round table" offering of sorts, where you put up your luxury you want to trade and any civ offers what they are willing to trade............and then of course, like you said, be able to gift/trade it off to a CS for some benefit...
Rice should definitely be in the game, corn too. Rice, corn and wheat are probably the three most important crops in history.
They should also include cannabis. Cannabis has been a major part of many cultures for thousands of years. Even many of America's founding fathers grew cannabis. Opium also impacted history, for example look at the "opium wars" in China.
The world congress may then try to outlaw certain resources, and if a civ decides to trade these "illicit" resources anyway then they get a huge amount of gold.
Rice (and for that matter Corn, Chicken, Pigs, Maniok, Barley and so many more "basic ressources") wouldn't add anything new to the game. Bonus ressources are basically there in civ5 to differentiate the base terrain and bring up subpar terrain up to being worthwhile (Deer in Tundra). For the inclusion of these ressources to work, there would need to be a new game mechanic. Otherwise they are just a visual change (nothing wrong with that in any case though, there could be some variety on bananas in jungles).
I'm looking forward to the World Congress banning Spices "because these ressources are a danger to the health of all humans" or Salt "for the collection of this ressource endangers certain animals".
Opium would be a big one. Queen Elizabeth smoked hemp to relieve stomach cramps. Anyway, it is unlikely we'll see either of those until modded in. Opium will be very important for an Opium Wars scenario.
Rice (and for that matter Corn, Chicken, Pigs, Maniok, Barley and so many more "basic ressources") wouldn't add anything new to the game. Bonus ressources are basically there in civ5 to differentiate the base terrain and bring up subpar terrain up to being worthwhile (Deer in Tundra).
I'm not sure if I agree. Right now, granary gives food bonuses to deer and banana because they didn't want to make it terrain-specific. Instead, if we were to include Rice and Maize, the two cereals that are important, we can have rice appearing on jungles and marshes, while corn can appear on grassland and hills, which would make granaries much more realistic. Deer can then get bonus from stable like all the other animal resource.
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