Should resources be more valuable?

As historical accuracy goes, you may say that the supply/demand market forces were what determined commodity costs way into the 19 century. And even a country which does not have a market economy has to purchase goods on the global market, which for the most part adheres to the general principles of a market economy.
 
Welcome to the forums...although I see you've waited almost 8 years to make your first post. :wavey:

That's quite a good idea. One problem I can see with it, though, is the relative value of different resources. One iron is more important than, say, one gem resource, because you need iron to build a lot of units. So assuming there are 10 and 2 of these resources improved respectively, a simple conversion of 5 iron being worth 1 gem would not suffice, as the iron is more valuable.
 
Welcome to the forums...although I see you've waited almost 8 years to make your first post.

Thank you. That's not quite true, actually. I used to write occasionally when Civ3 came out, but maybe these old posts don't count anymore.

That's quite a good idea. One problem I can see with it, though, is the relative value of different resources. One iron is more important than, say, one gem resource, because you need iron to build a lot of units. So assuming there are 10 and 2 of these resources improved respectively, a simple conversion of 5 iron being worth 1 gem would not suffice, as the iron is more valuable.

That is why I earlier wrote that a strategic modifier could and probably also should be involved, as to indicate the higher strategic importance of some resources.
 
Diesel engines were originally vegetable powered
 
The game should have a new category of resources call Raw Materials. Raw materials should have little effect and cities need to build specific buildings to harness or process them into finished goods. This is inspired by colonization where tobacco can be transform into cigars, which are sold for a higher price in the market. Finish goods have bigger trade values than raw materials and a bigger impact on the civilization.

For example, fur is a raw material that provides 1 :). If a city builds a clothing factory, then it turns the raw material into fur jackets, a finished good. For each fur jacket resource, it provides 1 :). So overall, owning multiple furs give 1 :), wheras owning multiple fur jacket resources give multiple :).

Also, resources dont have to have generic bonuses like +:) or +:health:. For example, extra gold and silver can give extra trade route yield (+25% each case) with the discovery of currency and the building of a minting factory. Tobbaco -> cigar can give +1 gold per resouce per city. Bronze and iron -> alloy can give a boost in production (like corporation in civ 4.) Oil and coal can speed up tech rate of industrial military techs.
 
I'd like to know what voodoo magics the OP uses, where some AI isn't like demanding a resource every single turn, building up diplo penalties and often leading to war :mad:
 
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