Resources Overview Table

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Alphabetical list on the left with everything you could possibly need to know, to the right are era summaries (incl which resources will change, go away or appear) and a couple other handy bits. Enjoy!

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A couple observations from seeing it all presented this way:
- There's only three resources that will vanish after Antiquity! Felt like it was more, those are probably worth being wary of when planning science adjacencies.
- Twelve resources vanish after Exploration by comparison. I'd previously assumed vanishing resources automatically get substituted by something that could go on that tile, not so sure if that is actually a mechanism now thinking about it.
- 16 resources will persist the whole game, which is a little over a third if you don't count suzerain resources.
- Only five stay the same resource type in each era.
- Horses are arguably the only resource to change type every era, but that depends if you count treasure resources as empire resources or not.
- Gold and silver have opposite biome spawns.
- A number of effects swap between resources throughout the eras. Production towards land units comes from Salt in antiquity, Truffles in exploration and Cotton in modern.
- Exploration Spices are the only resource that can provide Influence.
- Rubies are the only resource that start out as not a treasure/empire resource then become one
- The resource unlock for the Mughals, a Modern civ, is only possible to achieve in Antiquity (Salt)
- Generally resources change a lot more between eras than I expected!
 
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A couple observations from seeing it all presented this way:
- There's only three resources that will vanish after Antiquity! Felt like it was more, those are probably worth being wary of when planning science adjacencies.
- Twelve resources vanish after Exploration by comparison. I'd previously assumed vanishing resources automatically get substituted by something that could go on that tile, not so sure if that is actually a mechanism now thinking about it.
- 16 resources will persist the whole game, which is a little over a third if you don't count suzerain resources.
- Only five stay the same resource type in each era.
- Horses are arguably the only resource to change type every era, but that depends if you count treasure resources as empire resources or not.
- Gold and silver have opposite biome spawns.
- A number of effects swap between resources throughout the eras. Production towards land units comes from Salt in antiquity, Truffles in exploration and Cotton in modern.
- Exploration Spices are the only resource that can provide Influence.
- Rubies are the only resource that start out as not a treasure/empire resource then become one
- The resource unlock for the Mughals, a Modern civ, is only possible to achieve in Antiquity (Salt)
- Generally resources change a lot more between eras than I expected!

Yeah this is shocking to me. I hardly noticed resources disappearing, just changing. I believe you totally but 12 disappearing at the end of explo is crazy. I can't believe I didn't notice.
 
Yeah this is shocking to me. I hardly noticed resources disappearing, just changing. I believe you totally but 12 disappearing at the end of explo is crazy. I can't believe I didn't notice.
Tbf pre-1.2.0 it was only 7 resources that vanish, which is still a lot but not as drastic
 
One correction... I don't think Flax is a Fishing boat one.
Ah man knew I'd make an error like that somewhere, thanks for catching it!
 
Waiting for mod tools to add new resources like saffron, alabaster, sponges, abalone, caviar, diamonds, corn, bananas, toxins and poppies.

Toxins: strategic resource adds a damage over time effect for ranged units.

Poppies: strategic resource improves heal per turn.
 
Also noted, the benefits from Oil and Coal have changed
no more +100% to rail from coal (now 10% but it works)
Oil gets 10% to factories and ports
Ah I'll fix that, is this a change as of 1.2.0 or the patch?
 
1.2 or 1.1 I forget

1.1.1. …and the port bonus was with Coal
(so coal +10% building port+railroad, oil+10% building factory)
 
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Took me a bit to get round to it, corrected it now though. Trying to fit all of Oil's effect into that little box wasn't easy lol, hopefully still makes sense
 
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And updated it again, adding wayy more resource slot source information. Seems like the maximum capacity you could have in one settlement (not including Camels) is 27 (all wonders, all modern buildings, a punic port and industrial park, monopolies, Amina, capital and the economic attribute with 3 or fewer Cities)

Edit: Or possibly as the Shawnee, if you had a lot of city-states?
 
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And updated it again, adding wayy more resource slot source information. Seems like the maximum capacity you could have in one settlement (not including Camels) is 27 (all wonders, all modern buildings, a punic port and industrial park, monopolies, Amina, capital and the economic attribute with 3 or fewer Cities)

Edit: Or possibly as the Shawnee, if you had a lot of city-states?
Factory-focused Towns also get 1 extra slot

Thanks for getting all the detail.
 
Factory-focused Towns also get 1 extra slot

Thanks for getting all the detail.
Ty, added!

Also added a biome summary section, but I'm not sure if I like it. Plains and grassland have so many possible resources it'd genuinely be easier to list the resources those biomes can't have. May redesign that section eventually, but for now it'll do.
 
Updated again, with combat bonus changes in 1.2.0 and a redesigned/hopefully more useful biome summary, as well as a new yields summary section
 
So is it just a glitch that Rice and Marble disappeared from the map during Exploration in my game?
 
So is it just a glitch that Rice and Marble disappeared from the map during Exploration in my game?
I don't fully understand how it works, but there seems to be a limit per age to how many resource types there can be. During age transition, if it goes over that limit while adding new resources, it seems to cut a few older ones, even if they should be persistent.
 
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