Plantation on banana not worth it?

Yep, similarly with the Dutch a wheat tile on flood plains is not as good as a regular flood plains improved to a polder.

You get food a lot earlier from a wheat flood plain than from a polder on a flood plain though, and polders only get better at Economics. Best thing of course as the Dutch is to settle on a wheat flood plain rather than a normal flood plain.
 
At max output, 1 banana tile can support the food requirements of 3 citizens!
 
I don't miss it at all. It was just another per-city value that you had to watch and micromanage. And in exactly the same way as everything else - by making tile improvements, buildings and wonders.

I think that's a fair point. I also didn't like that, visually, it was really unappealing to have an unhealthy city even when it strategically didn't hurt to do so.
 
Wrong.

You can built forts on bananas without removing jungle... but outside of that, no improvements (other than roads too)

Great People improvements can also be built on bonus resources. In fact, a Banana academy is often a good idea! Hurry, feed those scientist brains bananas!
 
I don't miss it at all. It was just another per-city value that you had to watch and micromanage. And in exactly the same way as everything else - by making tile improvements, buildings and wonders.
I think that's a fair point. I also didn't like that, visually, it was really unappealing to have an unhealthy city even when it strategically didn't hurt to do so.
These are both good points. I do like the simplification, and lack of ugly green smog; I just wish that bonus resources mattered a little more than they do now. Wheat, bananas, and deer don't even unlock an extra building.
 
These are both good points. I do like the simplification, and lack of ugly green smog; I just wish that bonus resources mattered a little more than they do now. Wheat, bananas, and deer don't even unlock an extra building.

I agree that bonus resources should have more uses. Certainly not a completely new feature like health in CivIV, but maybe +1 local happiness? Or even more food than now?
 
These are both good points. I do like the simplification, and lack of ugly green smog; I just wish that bonus resources mattered a little more than they do now. Wheat, bananas, and deer don't even unlock an extra building.

It wonder why don't they boost trade routes like luxuries & strategic resources do. After all livestock is a commodity & similarly wheat etc are kind of valuable especially in ancient times.

Maybe a lighter boost to trade yield like 0.1 per bonus resource instead of 0.5 & this can stack for multiples copies of the same bonus resource. So for example 3 bananas & 2 wheat =0.5 added yield (equivalent to 1 luxury/strategic tile).

Another idea could be bonus resources boost internal trade routes.

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These are both good points. I do like the simplification, and lack of ugly green smog; I just wish that bonus resources mattered a little more than they do now. Wheat, bananas, and deer don't even unlock an extra building.

They don't unlock unique buildings, but they do get extra food from the Granary. It's just a simplification.
 
After reading through this thread I feel a sudden urge to eat a banana.
 
They don't unlock unique buildings, but they do get extra food from the Granary. It's just a simplification.

I've thought about something like this, but just a bonus from a granary doesn't do much if all food sources tend to get it the same way.

I've suggested in the past special bonuses for different buildings depending on the resource (much like Stone is stone works, Mint is gold, silver, and copper, etc.). But it would be things like Sheep and cotton giving +1 gold if you have workshops (textiles), creating a bonus resource of Rubber that gives +1 production in Jungles and allows you to build a factory in that specific city if you don't have coal. Copper would be changed to a bonus resource that gives production or gold but still allows you to build a mint.

Basically, each resource might start similar, but it'll give you something different overall.
 
They don't unlock unique buildings, but they do get extra food from the Granary. It's just a simplification.
Sort of; you can build a Granary and get +2 food without wheat, but you can't get the +1 happiness and production from a Stone Works without stone. It makes wheat and deer in particular slightly less valuable than most other bonus resources. It's not that big a deal, of course; it's still a lot more interesting than pre-Civ IV.
 
Bananas should be luxury resources providing happiness, I just ate one of those and I'm happier.
 
Bananas should be luxury resources providing happiness, I just ate one of those and I'm happier.

I'm generally not a fan of any food (except the most expensive and exotic) being a luxury resource. Sure, eating releases dopamine so any food source could add to happiness, but it's not a luxury. I'm not a fan of Citrus or Crabs as luxuries. On the other hand, the truffles makes more sense because of its rarity. I would replace Citrus with either Coffee or Tea (a widely traded commodity) and Crabs with coral or caviar (once again, caviar is a food, but it's clearly a luxury).
 
Oh never mind it works.
 
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