New Resources

I checked out the new resources from the patch in the Civilopedia; they have some interesting effects! I've also included the changed base resources, since some (Treasure resources mainly) have new effects. Inter-age new resources with changes are italicised since some stay the same.

Antiquity:
Clay: +1 Production on Warehouse buildings
Flax: +2 Science, +2 Culture
Hardwood: +20% Production toward Naval units
Limestone: +5% Production toward all Wonders
Llamas: +1 Production, +3 Happiness
Mangoes: +2 Food, +2 Culture
Rice: +5% Food in Settlements
Rubies: +4 Gold
Tin: +2 Production in Cities, +4 Production in Towns
Wild Game: +2 Food in Cities, +4 Food in Towns

Exploration:
Clay: +1 Production on Warehouse buildings
Cocoa: +1 Happiness in Towns, doubled in Homelands
Flax: +2 Science, +2 Culture
Hardwood: +20% Production toward Naval units
Limestone: +10% Production toward Buildings
Llamas: +1 Production, +5 Happiness
Mangoes: +3 Food, +3 Culture
Rice: +5% Food in Settlements, +10% in Distant Lands
Rubies: +1 Gold in Towns, doubled in Homelands
Spices: +1 Culture and Influence in Cities, doubled in Homelands
Sugar: +1 Food and Happiness in Cities, doubled in Homelands
Tea: +1 Science and Production in Cities, doubled in Homelands
Tin: +3 Production in Cities, +3 Gold
Wild Game: +3 Food in Cities, +6 Food in Towns

Modern:
Hardwood: 20% Production toward Civilian Units
Limestone: +10% Production toward Buildings
Llamas: +1 Production, +7 Happiness
Rice: +10% Food in Settlements
Tin: 3% Growth Rate
This is from Menocchio on another thread. If anyone has any screenshots please share below!
 
That may be a stupid question but which of the resources will create treasure fleets? Before the patch, I could read that in the tooltip (or it may have been a mod I was using). Now I see some coloured symbols, but the word "treasure" doesn't appear in the resource tooltips. Or am I blind right now?
 
I'm pretty sure that for Furs and Horses, these have to be located on distant lands. Like how silver and gold currently function.
I think that is true for all of them, because they ALL can now be located on either land.
(Some resources can only be located on one land or the other land, other resources can be located on both)
They are Empire resources to you if they are in your Homelands
Treasure resources to you if they are in your Distant Lands
 
Thank you for your answers. I still think there should be some information in the tooltip which resources can create treasure fleets.
Could be useful for new players, just saying.
 
Was not the wild game I was expecting.
1745370648094.png
 
Ooo, does the visual depend on terrain? Neat if so.
It does
This does
Grasslands had Bison and Ducks
Tundra has deer and Turkeys

Also the same thing happens with Hardwood but I haven’t seen all the types
I want to check if Hides changes based on terrain
 
Try disabling your mods, it is very clearly labelled.
OK, I will try that today. Thanks for the advice!
I use only these four mods: City Hall / TCS Improved Plot Tooltip / Leonardfactory's Policy Yield Previews / Sukritact's Simple UI Adjustments
These mods are essential to me because they make Civ7 playable in the first place. So if they cause some missing labels, I can live with it.
 
I really, really like all thos resource related changes...especially as I'm overall a fan of the Civ7 approach to resources.

However...what is dearly needed is an improved UI of the ressource screen. Now even more resources being present and giving even more sophisticated or new conditional boni increases the micromanagment burden here. I'm not refering to the actucal decision where to put ressource X (you can critize that minigame as well, but that isn't my point)...no...I just want the resource screen give me the information needed to make my decisions. Means: I need to know which cities/towns are oversea, have a railway station or -freshly added for fish- a port. I'm so far getting through this by using @beezany 's great resource resort mod (which allows grouping the ones give such conditional boni) and an individual (re)naming scheme for settlements fulflling certain criteria, but that is still pretty workintensive...especially when grwoing bigger or after an era change. I would advocate for adding nice little round button with a fitting pictogram close to the city name indicating pesence of a building or the city oversea. Or allow at least modders to add them.

Additionally, it would be helpful to see the raw yields (= without impact of already slotted resources) of settlements somewhere/somehow on that screen. My idea here would be checkbox where you can switch between "raw yields excluding slotted resources" and "total yields including slotted resources"
 
OK, I will try that today. Thanks for the advice!
I use only these four mods: City Hall / TCS Improved Plot Tooltip / Leonardfactory's Policy Yield Previews / Sukritact's Simple UI Adjustments
These mods are essential to me because they make Civ7 playable in the first place. So if they cause some missing labels, I can live with it.

i've just updated Map Trix with the new Treasure Resource tooltip format (below left). i use the same format as the Resource Allocation screen. the vanilla tooltip (below right) is more verbose, with an extra line of red text on Homelands resources, which i strongly dislike. red text only belongs on enemies and error messages.

map-trix-treasure.png
vanilla-treasure.png
 
I really, really like all thos resource related changes...especially as I'm overall a fan of the Civ7 approach to resources.

However...what is dearly needed is an improved UI of the ressource screen. Now even more resources being present and giving even more sophisticated or new conditional boni increases the micromanagment burden here. I'm not refering to the actucal decision where to put ressource X (you can critize that minigame as well, but that isn't my point)...no...I just want the resource screen give me the information needed to make my decisions. Means: I need to know which cities/towns are oversea, have a railway station or -freshly added for fish- a port. I'm so far getting through this by using @beezany 's great resource resort mod (which allows grouping the ones give such conditional boni) and an individual (re)naming scheme for settlements fulflling certain criteria, but that is still pretty workintensive...especially when grwoing bigger or after an era change. I would advocate for adding nice little round button with a fitting pictogram close to the city name indicating pesence of a building or the city oversea. Or allow at least modders to add them.

Additionally, it would be helpful to see the raw yields (= without impact of already slotted resources) of settlements somewhere/somehow on that screen. My idea here would be checkbox where you can switch between "raw yields excluding slotted resources" and "total yields including slotted resources"
thanks for the idea! now in Resource Re-sorts:

re-sorts-tagged.png
 
Where have the treasure resources gone, I used to get to between 7 and 10, maybe 12, but with 1.2 I have 2. There are a couple of others, either covered by AI cities, or inland and inaccessible for fleets. I seriously hope this was just an unfortunate coincidence and not an outcome of the recent changes to the resource system.
 
Where have the treasure resources gone, I used to get to between 7 and 10, maybe 12, but with 1.2 I have 2. There are a couple of others, either covered by AI cities, or inland and inaccessible for fleets. I seriously hope this was just an unfortunate coincidence and not an outcome of the recent changes to the resource system.

In my current exploration game, I only have one. I can see a few more but the distant land civs already have claimed these, and I’m trying to play peacefully.

It may be a combination of the new resources and the new map development.
 
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