I agree that the icon looks a lot more like incense. I have no idea whether tobacco will be in the game, but if it is, the icon won't be a modern ash tray. That would look tacky and not fit at all with the game's overall aesthetic.
I did mention that it was only on desert tiles in the first look videos.tobacco doesn't grow in deserts.
civ V incense icon. looks basically the same.
Spoiler :
tobacco doesn't grow in deserts.
I've also noticed that it looks a lot like Tobacco, it also doesn't look anything like incense of Civ V which looks similar to Civ IV'sTrue. On the other hand - the ressource's model definitely looks like tobacco leaves and is fixed as such.
Its placement, however, isn't and the ressource might very well have been placed there by hand without the intended restrictions in the final game.
Or Firaxis might be a bit sloppy in respect to the plant's biology here.
Anyway, I tend to weight the model itself higher than its placement in the pictures we have seen so far.
the sad thing is some people might actually take offense, but probably not the people playing the game.and if you DON'T model the negative Health effects, expect to have Protests about the game, from groups that could include the AMA. Not helpful to your marketing people.
I would love to see more City-State luxuries, I thought it was a cool idea in Civ V but only having 2 unique luxes was really lame. and the idea of manufactured Luxuries also have a good possibility of making it in through expansions, that would be great.Liquor - distilled spirits are a major Trade Good - just ask Canada and Scotland - but not available until Distilling in the late Middle Ages.
Jewelry - which can be manufactured from Gold, Silver, Copper, Pearls, Jade, etc, but provides a distinctly higher value than the 'raw materials'
Fine Ceramic - by this I mean not only Porcelain, which might still be a separate resource, but also the finely decorated 'conventional' pottery like the Greek Attic Ware in red or black (a major source of income for Classical Athens) or 'exotic' ceramics like Wedgwood pottery.
Glass - Roman, Egyptian, and Venetian glass were all very lucrative trade items, so this is potentially both an early and continuing trade and cash resource.
tobacco doesn't grow in deserts.
civ V incense icon. looks basically the same.
Spoiler :
Honestly if they want historically significant reources, then the glaring omission isn't tobacco, but "poppies" one of the only 'luxury' resources to cause a war between two major powers.Seriously, (at least compared to my last post!) it's most unlikely to be Tobacco simply because it would complicate the game enormously. On the one hand, it was and is quite addictive and attractive, so it takes its place among similar 'addictive' resources already in the game: Tea, Coffee and Wine. On the other hand, it has probably got more serious Health negatives directly attributable to it than any other Resource in the game, and how do you model that?
- and if you DON'T model the negative Health effects, expect to have Protests about the game, from groups that could include the AMA. Not helpful to your marketing people.
On the other hand, it's good to see that they are including more Resources in the game (I believe Tea, Coffee and possibly Jade are all new additions) but they are still missing some very important tradable and, historically, widely adopted 'resources':
Olives and Olive Oil - one of the major trade goods of the Classical Mediterranean, with Food, Health, Happiness, and potential Cultural/Religious effects
The Potato - which allows not only almost a doubling of the caloric output from the same fields, but also can be planted in marginal soils, latitudes and elevations. Could be the 'resource' that allows you to farm Tundra and Hills more effectively. Historically, it caused a big population 'boom' all over northern Europe, not just Ireland.
And, of course, as long as Civ VI is using an 'Amenity' system that seems to divorce the precise effect from the Resource (Cloves and Cinnamon resources from Zanzibar the City State are said to provide '6 Amenities'), then it would be a shame if they don't add 'manufactured Resources':
Liquor - distilled spirits are a major Trade Good - just ask Canada and Scotland - but not available until Distilling in the late Middle Ages.
Jewelry - which can be manufactured from Gold, Silver, Copper, Pearls, Jade, etc, but provides a distinctly higher value than the 'raw materials'
Fine Ceramic - by this I mean not only Porcelain, which might still be a separate resource, but also the finely decorated 'conventional' pottery like the Greek Attic Ware in red or black (a major source of income for Classical Athens) or 'exotic' ceramics like Wedgwood pottery.
Glass - Roman, Egyptian, and Venetian glass were all very lucrative trade items, so this is potentially both an early and continuing trade and cash resource.
Of course, if they do it right (Hah!) from the Industrial Era on the bulk of trade and cash from trade will be in Manufactured Goods: cloth, clothing, personal electronics, automobiles, 'intellectual property' - including the historically and still-significant Movies - given their 'cash cow' effect and Popular Culture effect, why were they left out of the Great Works system of Civ V in the first place?
We still have lots to learn about the Civ VI resources and precisely how they are used and their effects in the game, but so far at least, I'm cautiously optimistic that their effects both internal (health, contentment) and external (trade, cash flow) on Civilizations and States will be better modeled than they were in Civ V.
Honestly if they want historically significant reources, then the glaring omission isn't tobacco, but "poppies" one of the only 'luxury' resources to cause a war between two major powers.
Honestly if they want historically significant reources, then the glaring omission isn't tobacco, but "poppies" one of the only 'luxury' resources to cause a war between two major powers.
Only the opium wars weren't about controlling the resource. It was about the right to sell it in a foreign country.
I think the best way to improve the resource system is to improve trade routes.
Except this one doesn't work so long as "Spices" is not divided up into its constituent parts. I presume you're hinting at the "Spice Islands," i.e., Indonesia and Southeast Asia. That works for things like nutmeg/mace, allspice, etc. But what about cinnamon from Sri Lanka? Cardamom and saffron (third and first most expensive spices in the world) from India? Vanilla from South America? Fennel, coriander, cumin, and capers from the Middle East? Asafoetida from North Africa? Black pepper from China? Parsley, rosemary, thyme, basil, etc. from Europe? Point being, there are spices found all over the world, not just Southeast Asia.Spices (all in one part of the world: Southeast Asia at first, giving them HUGE value in Europe/Mediterranean area).
Except this one doesn't work so long as "Spices" is not divided up into its constituent parts. I presume you're hinting at the "Spice Islands," i.e., Indonesia and Southeast Asia. That works for things like nutmeg/mace, allspice, etc. But what about cinnamon from Sri Lanka? Cardamom and saffron (third and first most expensive spices in the world) from India? Vanilla from South America? Fennel, coriander, cumin, and capers from the Middle East? Asafoetida from North Africa? Black pepper from China? Parsley, rosemary, thyme, basil, etc. from Europe? Point being, there are spices found all over the world, not just Southeast Asia.
I agree, I want to see at least some of the more important spices (cinnamon, cardamom, saffron, cloves, nutmeg, etc.) depicted individually, especially since many spices have other uses--cinnamon in incense or saffron as a dye, for example.I was thinking primarily of the 'classical' trade in cardamon and saffron to Rome, which resulted in an economically-disastrous outflow of gold and silver from the Mediterranean, but you're right, of course - and this may be why Civ VI already is representing Cinnamon and Cloves separately.
It was the exotic nature of spice, as long as they came from Somewhere Else and couldn't be duplicated at home, that made them so valuable in Trade, so hopefully, Civ VI will go further in representing this...
My game before last, I had every last tile of copper on the map--as Arabia. There weren't even enough civs for me to trade it all to.doesn't CiV already sort of model that via luxuries being spread all over the map with clusters?
So you only get something local, but should be trading (cost) to get others from other areas of the world?
doesn't CiV already sort of model that via luxuries being spread all over the map with clusters?
So you only get something local, but should be trading (cost) to get others from other areas of the world?