resource allocation

johnny_rico

one more turn addict
Joined
Jan 23, 2006
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are you only allowed to move resources around when a new one comes available? All i want to do is move some resources around as i have several 'only city' resources available (e.g. salt) and want to move some resources (like dates) to towns so i can allocate the remainder. I have 4 salt but wasn't using them as i wasn't building units but am now looking to ramp up military production.

in the upper right is a window saying in all caps, "YOU MUST WAIT UNTIL A NEW RESOURCE IS ACQUIRED"
 
Yes, but you'll get a notification as soon as it's possible to re-allocate resources.
 
Yes. You can move them around only if you either improved a new resource (and note that empire resources, which can't be slotted into cities, don't count here!) or if you increased the number of resource slots available in a town or city.

Also note that building a new settlement does not unlock resource allocation even though it spawns a new slot. You have to actually improve something to unlock it.

I think it's kind of silly, as you can basically move them around every second turn anyway, so why not just unlock it completely, but for now this is how it works.
 
Yes. You can move them around only if you either improved a new resource (and note that empire resources, which can't be slotted into cities, don't count here!) or if you increased the number of resource slots available in a town or city.

Also note that building a new settlement does not unlock resource allocation even though it spawns a new slot. You have to actually improve something to unlock it.

I think it's kind of silly, as you can basically move them around every second turn anyway, so why not just unlock it completely, but for now this is how it works.
I'm guessing there'd be some cheesy resource swapping shenanigans going on if they hadn't implemented this.
 
I'm guessing there'd be some cheesy resource swapping shenanigans going on if they hadn't implemented this.

I don't think so though.

Except for Empire resources, which aren't slotted anyway, all resources only provide yields. Food, production, happiness, or production, gold, culture or science multipliers. Maybe I'm missing one or two Factory resource effects, but I don't think those break the trend either. So resources can only provide bonuses at the start of the turn. You could swap slightly more often, but it's never more than three or four turns waiting anyway, and if you have some gold lying around you can practically always force resource availability anyway by building a building that grants extra resource slots or overbuilding a rural tile so you can grab an additional resource (if one is available).
 
I don't think so though.

Except for Empire resources, which aren't slotted anyway, all resources only provide yields. Food, production, happiness, or production, gold, culture or science multipliers. Maybe I'm missing one or two Factory resource effects, but I don't think those break the trend either. So resources can only provide bonuses at the start of the turn. You could swap slightly more often, but it's never more than three or four turns waiting anyway, and if you have some gold lying around you can practically always force resource availability anyway by building a building that grants extra resource slots or overbuilding a rural tile so you can grab an additional resource (if one is available).

Yeah, if the resources provided bonuses for purchases, you could argue that you could like swap around a gold resource city to city to cheat. But I don't directly see how the others would impact things other than the off-turn.

The fact that you can swap policy cards indefinitely on the turn you finish a civic is way more prone to abuse. I haven't fully tested it, but there's a Roman tradition to give you culture for producing an infantry, and I think that counts purchases. Letting you swap that card in, buy a bunch of units, and then swap it out is 100% more likely to be able to abuse.

That being said, I don't hate locking you in sometimes and at least making sure you're not min-maxing resources on a turn by turn basis. They got rid of micro in deciding which tiles to work, but resource allocation can be just as much if not more of a min-max problem.
 
Yes. You can move them around only if you either improved a new resource (and note that empire resources, which can't be slotted into cities, don't count here!) or if you increased the number of resource slots available in a town or city.

Also note that building a new settlement does not unlock resource allocation even though it spawns a new slot. You have to actually improve something to unlock it.

I think it's kind of silly, as you can basically move them around every second turn anyway, so why not just unlock it completely, but for now this is how it works.

thanks. it's annoying. i'm sitting at 19 of 20 for silk roads and have been there for 15 turns while antiquity age is sitting at 88%. Meanwhile, i've got the resources there to presumably get to 20 but am not allowed to allocate. in that time, 3 civs have finished great library and two finished pax imperatoria. would've liked to prevent all those AI milestones.

Additional trade routes would've been an option had the remainder of the continent not declared war on me.

There must be reasoning behind the choice when one can reallocate resources. Would like to know what that is. Understanding the context of choice yields a lot of insight into how to play the game.
 
thanks. it's annoying. i'm sitting at 19 of 20 for silk roads and have been there for 15 turns while antiquity age is sitting at 88%. Meanwhile, i've got the resources there to presumably get to 20 but am not allowed to allocate. in that time, 3 civs have finished great library and two finished pax imperatoria. would've liked to prevent all those AI milestones.

Additional trade routes would've been an option had the remainder of the continent not declared war on me.

There must be reasoning behind the choice when one can reallocate resources. Would like to know what that is. Understanding the context of choice yields a lot of insight into how to play the game.
I think it’s to avoid the fiddling. However, they probably should allow someway to trigger it at a cost (same with social policies) once you’ve already bought all the applicable buildings.

Perhaps it could be a Merchant action?
 
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