I hope it's not the case, considering they now have modifiers, I hope that you can atleast stack some of them. Especialyl since they seemed to have described 3 different types of resources.Heh, I was going to post about it.
I like the per settlement/city assignment, it's a nice way to customize your cities. The empire ones are fine, but duplicate copies being useless feels a bit meh (at least, that's what I thought). In any case, it's a nice system that gives a lot of flexibility for balance (strong empire ones, mid power for cities, minor for towns).
I would hope the empire ones can stack, no problem if the city ones can’t.(extra copies give the benefit to more cities)I hope it's not the case, considering they now have modifiers, I hope that you can atleast stack some of them. Especialyl since they seemed to have described 3 different types of resources.
The city resources can stack, according to thr Spiffing Brit, who apparently stacked a bunch of camels.
I doubt they will have a permanent set of Distant Lands (the term they use for the part of the map revealed during the Exploration Age) resources. But I wouldn't be surprised if each game reserved a portion of the luxury resources exclusively for the Distant Land.I can totally see like a “Brazilwood” empire resource that is only available from one specific new world tile on the map.
It is the CIV REVOLUTION-@Zaarin Who do you think you are to merge administrator and super moderator threads ? Do you really think there's no "from above" reason to this ? Joking obviously.
Very likely considering I was recently told civ 6 already does that, having 4 luxuries per continent and only that continent, randomly each game. Even just a system like that would result in some luxuries only being in new world each game.I doubt they will have a permanent set of Distant Lands (the term they use for the part of the map revealed during the Exploration Age) resources. But I wouldn't be surprised if each game reserved a portion of the luxury resources exclusively for the Distant Land.
Given random or semi-random generated maps, there's no reason to go with the 'historical' resource distribution, but, very good reasons to have Resources be geographically exclusive, both for the trade possibilities it provides and to give a very good on-map Reason to do that Exploration in the second age.I doubt they will have a permanent set of Distant Lands (the term they use for the part of the map revealed during the Exploration Age) resources. But I wouldn't be surprised if each game reserved a portion of the luxury resources exclusively for the Distant Land.
It's analogue to marble, so it could quite well just refer to decorative elements on the wonders being made from ivory.Odd that they call the elephant resource "Ivory" but the bonus (+10% Production towards Wonders placed in Tropical, Plains, and Desert Terrain) seems to reflect using the animals for labor.
Good catch on the icon coloursWriting down each one shown for convenience:
IVORY
+10% Production towards Wonders placed in Tropical, Plains, and Desert Terrain
MARBLE
+10% Production towards Wonders placed in Grassland, Tundra, and Marine Terrain
IRON
Infantry Units gain +1 Combat Strength
GOLD
+20% Gold towards purchasing Buildings
WINE
+2 Happiness in the Capital and +10% Culture when in a Celebration
COTTON
+2 Food, +2 Production
WOOL
+2 Production, +2 Happiness
CAMELS
Increases number of Resources that can be assigned to a City by 2
SILK
+10% Culture
Others spotted:
Incense?
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The other resources have tiny icons on the bottom left, the reddish one looks like Empire Resources, blue looks like Luxury Resources (city only), and yellow looks like Bonus Resources
View attachment 707055
True, but that bonus might also change…it could become a luxury city resource in future ages.Odd that they call the elephant resource "Ivory" but the bonus (+10% Production towards Wonders placed in Tropical, Plains, and Desert Terrain) seems to reflect using the animals for labor.