Resource Management Discussion

Looks like the bonuses are sort of like the monopolies system from VI. Every resource will be a little like a product from VI.

I know in VI, it got annoyed if you wanted to micro to move things around. That's my only problem with a system like this - if I have 10-15 cities, and like 30 or 40 resources, keeping track of them all and shifting them to where I get the most use from them is going to be a pain. But it should give another level of customization, and give a much bigger difference if you have silk nearby or furs than you did in 6.
 
I think there is a missed opportunity to connect resource assignment to roads/trade routes. Resources could've been automatically assigned to provide the biggest bonus between the settlements that are part of the same trade network and then the player could have an additional way to lock some resources in place. Not unlike pop management from previous games.

This would additionally provide an interesting opportunity to disrupt ecomony of the enemy during war, by destroying roads/trade routes and therefore removing the ability to assign resources between certain settlements.
 
Btw, did we saw before that sugar cube like icon from the trade screen? Also what is this another icon from Pataliputra?
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I think there is a missed opportunity to connect resource assignment to roads/trade routes. Resources could've been automatically assigned to provide the biggest bonus between the settlements that are part of the same trade network and then the player could have an additional way to lock some resources in place. Not unlike pop management from previous games.

This would additionally provide an interesting opportunity to disrupt ecomony of the enemy during war, by destroying roads/trade routes and therefore removing the ability to assign resources between certain settlements.
I think there are still ways to disrupt a trade route, but it might be an on-map feature (kill a Merchant unit?) rather than tied to the resource-moving UI.
 
Looks like the bonuses are sort of like the monopolies system from VI. Every resource will be a little like a product from VI.

I know in VI, it got annoyed if you wanted to micro to move things around. That's my only problem with a system like this - if I have 10-15 cities, and like 30 or 40 resources, keeping track of them all and shifting them to where I get the most use from them is going to be a pain. But it should give another level of customization, and give a much bigger difference if you have silk nearby or furs than you did in 6.
I share your concerns, but I hope the bonuses are incentive enough to interact with the system on occasion, at least.

Part of the problem with the monopoly products in Civ 6 was that you required tier 3 buildings to slot them, and I just didn't have enough Stock Exchanges and Harbor T3s to make it worth optimizing.
 
I think there are still ways to disrupt a trade route, but it might be an on-map feature (kill a Merchant unit?) rather than tied to the resource-moving UI.

The fact that inner resource management is completely separated from trade routes mechanics makes it undisruptable. You can assign a resource extracted at settlement A to a settlement B, even if both settlements are completely encircled by enemy forces.
 
The fact that inner resource management is completely separated from trade routes mechanics makes it undisruptable. You can assign a resource extracted at settlement A to a settlement B, even if both settlements are completely encircled by enemy forces.
Did you get those very specific information about the system only from the shorts video? Or do you have any other sources?
 
Did you get those very specific information about the system only from the shorts video? Or do you have any other sources?
Abscense of evidence is evidence of absense. Considering that nothing have been said about any restriction to resource assignment at any moment, it's reasonable to assume that there isn't any.

Also I think it was already stated previously that all extracted resources go to a global pool from where they are assigned to the settlements. And, though I might be misremembering, I think it was stated that there are no inner trade routes anymore - only external ones.
 
IRON
Infantry Units gain +1 Combat Strength
It does strike me as a little odd that a resource so crucial to the success of militaries past and present only gives a measly +1 Combat Strength. We have no sense of scale for what that means in the new system, but if it ends up being a substantial amount I still won't be too happy. I think values like Combat Strength need to have a certain level of granularity so that the difference between 1 and 2 doesn't feel so crushing. It gives greater room for balance changes and improves the player experience.
 
Abscense of evidence is evidence of absense.
Ah, never mind. You are saying like there is no modern age gameplay in Civ 7...
Also I think it was already stated previously that all extracted resources go to a global pool from where they are assigned to the settlements. And, though I might be misremembering, I think it was stated that there are no inner trade routes anymore - only external ones.
Even if there is no way to destroy the internal/external trade roure of the enemy - while I'm sure about we saw it from the Aksumite unique unit - we can still loot their resources itself.
 
It does strike me as a little odd that a resource so crucial to the success of militaries past and present only gives a measly +1 Combat Strength.
I think they are using the Combat Strength mechanism from Civ 6. Most of CS bonuses in Civ 6 were set as 3~5, and they works effectively. I also know about the CS bonus of Tecumseh also gain +1 per one suzerain IP.
 
It does strike me as a little odd that a resource so crucial to the success of militaries past and present only gives a measly +1 Combat Strength. We have no sense of scale for what that means in the new system, but if it ends up being a substantial amount I still won't be too happy. I think values like Combat Strength need to have a certain level of granularity so that the difference between 1 and 2 doesn't feel so crushing. It gives greater room for balance changes and improves the player experience.

Iron isn't rare, though. I'm not sure it even warrants being a resource, but if it is used as one, I'd think of it as a particularly large and accessible mine that allows the polity that controls it to equip their soldiers a little more elaborately than their neighbours, earning a small quality bonus.
 
I think they are using the Combat Strength mechanism from Civ 6. Most of CS bonuses in Civ 6 were set as 3~5, and they works effectively. I also know about the CS bonus of Tecumseh also gain +1 per one suzerain IP.
That Iron bonus better be easy to stack, then. Otherwise they’re selling history super short in their… *checks notes* historical… 4X…
 
That Iron bonus better be easy to stack, then. Otherwise they’re selling history super short in their… *checks notes* historical… 4X…
The thing is, if bonus from iron is empire wise then this +1 is mostly nothing.

But if it's a stackable bonus for units produced in a particular settlement... then stack all the Iron and Camels in the same place for the easy win!
 
The thing is, if bonus from iron is empire wise then this +1 is mostly nothing.

But if it's a stackable bonus for units produced in a particular settlement... then stack all the Iron and Camels in the same place for the easy win!
Iron is an Imperial resource. You don't slot it into a city like you do camels. It does appear to stack though. At least, the Imperial resources in this video have an indexing number to show you how many copies you have.
 
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.

Yes… but…
IVORY
+10% Production towards Wonders placed in Tropical, Plains, and Desert Terrain

MARBLE
+10% Production towards Wonders placed in Grassland, Tundra, and Marine Terrain
I don’t see northment using “Marble” as workforce, so in this sense, the distribution is coherent…
… at least gameplay-wise …
… as I’m pretty sure those mediterranean plains Greeks and Romans used plenty of marble, too (also Ivory, nevertheless)


CAMELS
Increases number of Resources that can be assigned to a City by 2
So, doing the math, each camel provides you the capability of adding your city one extra resource bonus (as the camel resource itself has no real bonus)


Looks like the bonuses are sort of like the monopolies system from VI. Every resource will be a little like a product from VI.
We already know from Civ V unique improvements they use expansions to test :mischief:


It does strike me as a little odd that a resource so crucial to the success of militaries past and present only gives a measly +1 Combat Strength

Tecumseh also gain +1 per one suzerain IP.

That’s probably a good hint to empire resources being stackable. As tecumseh skill is +1 per… it is pretty aligned to think iron is +1 per copy (and that would make sense to not increasing too much the base modifier)
 
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