New Resources

Played my first game post patch. I played continents map. I didn't have issues with a lack treasure resources. I enjoyed the increase in variety of treause resources available after the patch. Found a settlement with three gold resources (one of which was a goody hut created) and a tea. Had an inland settlement with spices and horses (navigable rivers to the sea). I recieved an inland city in a peace deal that produced treasure ships but the enemy civ controlled the navigable river to the sea, so they just stayed stuck. Definitely not the best treasure fleet game I have played, but I have had far worst and none so interesting.
 
I mentioned this in the 1.2.0 thread, but I have a hypothesis on what's happening. Remember when they said that the new resources came with their own narrative events? Yup, some of the Treasure Resources are gated by goodie huts, each with a choice to reveal the resource or receive an immediate reward.

Now if you're a Distant Lands civ, which will your scout pick? You guessed it - the resources aren't special to them, so they'll probably take the quick payoff. Unfortunately that removes the resource from the board; nothing to find, fight over, or capture. Like it never existed in the first place.

It's just a hypothesis, but it does explain how the Treasure Resources would pass superficial testing - they would count as being correctly seeded but become unavailable through the course of the game. And I suspect no one checked the number of resources at the end of the era to see how well they matched with the seeded number.

That's a very good hypothesis. There is another problem though. I have four cocoa from homelands, two in my territory, two from trade. But they don't show up on my resource screen and do not appear to function at all.
 
I mentioned this in the 1.2.0 thread, but I have a hypothesis on what's happening. Remember when they said that the new resources came with their own narrative events? Yup, some of the Treasure Resources are gated by goodie huts, each with a choice to reveal the resource or receive an immediate reward.
......

Two things; first I don't think that was the type of narrative event they meant (Goody Huts). I believe they were referring to events like the one you get when you settle your first wine resource. It tells you about how wine is gaining attention around the world and gives you the option of a Migrant or a Yield boost (I think it's culture but might be something else).

Second; even if they did mean Goody Huts there wouldn't be very many. I get maybe 1 Goody Huts event. Let's assume they get two because there are less DL civs. That's a max of 8 treasure resources missing on a Standard Map. Seems like a drop in the bucket to me.

Also, I have gotten those Goody Hut events in DL during Exp Age. So even if the AI denies every time it gets the option there is still a chance the player could spawn one or two.
 
Second; even if they did mean Goody Huts there wouldn't be very many. I get maybe 1 Goody Huts event. Let's assume they get two because there are less DL civs. That's a max of 8 treasure resources missing on a Standard Map. Seems like a drop in the bucket to me.
You're probably right - that would probably occur only once per resource type, which wouldn't have a major impact.

Oh well, back to the drawing board.
 
So Game resource graphic is dependent upon the terrain? That's neat...but now I want that for other resource graphics. Why not have Gems instead of Ruby? Based on the terrain, it could appear as diamonds, sapphire, emeralds, etc. Maybe sheep should be pasture animals? Graphic of sheep, goat, water buffalo, cows etc based on terrain...Fruit instead of Mango....I want this Devs...
 

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So Game resource graphic is dependent upon the terrain? That's neat...but now I want that for other resource graphics. Why not have Gems instead of Ruby? Based on the terrain, it could appear as diamonds, sapphire, emeralds, etc. Maybe sheep should be pasture animals? Graphic of sheep, goat, water buffalo, cows etc based on terrain...Fruit instead of Mango....I want this Devs...

Devs- shut up and enjoy the snakes, peasant.

Just kidding, I love your ideas.
 
I don't think I've seen an AI even hit the second point. It's crazy how different everyone's experiences with the AI have been.

War weariness is really bad in this game, especially on higher difficulties where AI gets bonus yields. If an AI is at war, even they will fall short of the bonus yields and fall behind.

It’s a funny thing where if an AI stubbornly decides to kill you, even if they’re constantly one step ahead of you in war, they’ll lose the age at best second to worse above you or vice versa. If two AIs go to war they’ll nerf each other hard.

If AI is distracted by war and doesn’t expand enough, they’re done for good.

Civ 7 is all about staying out of war, and spawning near good production bonus resources. After that, not being hedged in or locked out of distant lands.

It varies between tight balance which highly favors lucky spawns (ironically), or random idiosyncrasy you can barely control.

Devs totally missed the forest for the trees on balance.
 
War weariness is really bad in this game, especially on higher difficulties where AI gets bonus yields. If an AI is at war, even they will fall short of the bonus yields and fall behind.

It’s a funny thing where if an AI stubbornly decides to kill you, even if they’re constantly one step ahead of you in war, they’ll lose the age at best second to worse above you or vice versa. If two AIs go to war they’ll nerf each other hard.

If AI is distracted by war and doesn’t expand enough, they’re done for good.

Civ 7 is all about staying out of war, and spawning near good production bonus resources. After that, not being hedged in or locked out of distant lands.

It varies between tight balance which highly favors lucky spawns (ironically), or random idiosyncrasy you can barely control.

Devs totally missed the forest for the trees on balance.

It's a good thing war is so damn fun, or I wouldn't do it and just play simcity empire edition I guess you could call it.
 
Did anyone else notice that sometimes the resources that are supposed to persist at the age transition are replaced by other resources instead?

See gypsum, marble and llamas in the following screenshots:

Spoiler Antiquity :
Screenshot 2025-05-03 193140.png


Spoiler Exploration :
Screenshot 2025-05-03 193433.png
 
Did anyone else notice that sometimes the resources that are supposed to persist at the age transition are replaced by other resources instead?

See gypsum, marble and llamas in the following screenshots:

Spoiler Antiquity :


Spoiler Exploration :
Yeah so what seems to be going on is that there's a resources limit per era. Since a whole bunch more get added in exploration, the resource regeneration system removes a load even if they should be persistent.

I think it's possibly bugged with how it handles it as it seems to remove too many resources because the amount that gets removed is determined by how many are added rather than a resource limit variable, I submitted a ticket but then forgot to follow up when they asked if they could close it after I didn't provide screenshots/footage lol
 
Did anyone else notice that sometimes the resources that are supposed to persist at the age transition are replaced by other resources instead?

See gypsum, marble and llamas in the following screenshots:

Spoiler Antiquity :


Spoiler Exploration :

Yep. ALL of my llamas (4) turned into sugar!!!

At least I kept my mangos.

This makes selecting settlement plots feel futile. Imagine you lost 2 or 3 camels!
In the script, resources are marked as either important or not. Important resources are kind of guaranteed, so there's a logic to replace unimportant resources with important if there are no other places for them.

I don't know which ones are considered important, though, that's should be in the database, which I can't check now.
 
Seems kind of arbitrary. I could see warmonger thinking a hammer/happiness resource (llamas) as being important
 
I think those are mechanically important resources like treasure or factory. Could be wrong, though.

Camels might be flagged important. I would have noticed if I lost any for sure, and been pretty mad about it. I've pushed to four over my limit during a huge war to snag a double camel spot.

I understand capturing a city taking a while, it's going against your limit regardless, but I really think raze times need to be reduced. It really messed up Mongol Mojo. A 2 population settlement with no walls takes 8 turns to raze. That's like 40 years right?
 
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