3. Resources Revamped.
"There were six million logs, and five million hogs, and seven million barrels of Porter
There were five hundred bales of old nanny goat's tales in the Hold of the Irish Rover"
A. Resources should not be artificially defined as Bonus, Strategic and Amenity. The use of the Resource will depend on Technology and possibly Civic, and may be different from one Civ to the next. That means, also, that you should be able to Trade the effects from Bonus as well as Strategic and 'Amenity' Resources.
Below, along with the terrain suitable for spreading certain Resources, I'll show some possible changes in the uses and effects of Resources, in addition to the changes currentlu available from Social/Technical changes and Improvements.
B. Some Resources at the start of the game should be so limited geographically that it is possible for a single Civ to have a Monopoly on them - and reap major economic benefits from that fact (temporarily).
There are several historical examples that were, in their time, very Important to the Trade Income of certain states:
Silk - a Chinese Monopoly for almost 2000 years, and as a result a highly coveted and, for Chinese States, very lucrative Trade Good and Bribe.
Cotton - effectively available only from India for several centuries, and one of the drivers of the Industrial Revolution feeding the textile factories of Britain.
Porcelain - another Chinese monopoly for centuries, the result of both a technological innovation (blast firing furnaces) and Resouce (kaolin fine-blown clay). Also the subject of intensive technological research by European states to develop their own versions in the late Renaissance Era.
'Wootz' Steel - a deposit of very high-grade iron ore coupled with monsoon- Wind-driven blast furnaces gave India a monopoly on relatvely high-carbon steel in small, pre-industrial quantities for almost 1800 years.
Like Natural Wonders and their bonuses, distributed randomly about the map, Rare Resources like Silk, Cotton, Wootz or Kaolin could be present only in 1 - 3 tiles only in one or two parts of the map (depending on the size of the map/number of Civs), giving a potential 'boost' to some Civ's Trade - if they can exploit it. In fact, historicaly, Cotton was actually exploited to the full by countries other than those that originally had access to it...
C. 'Natural' Resources may be replaced by later Manufactured Resources.
In fact, many of the Natural Resources in the game have lost all importance since the advent of mass production. Natural Dyes have been almost entrely replaced by artifical chemical dyes to color everything from cloth to concrete, plastics and composites of increasing sophistication have replaced many natural building Resources like Stone and Wood, and some natural Resources like Ivory are now internationally banned. The importance of many of the Natural Resouces in the game should, therefore, diminish in importance as the Industrial and later Eras advance, and replacing them icreasingly with 'artificial' or Manufactured Resources can be one of the effects of the Industrial Corporations we can introduce for the Commerce Victory.
D. Resources should not be Static. Resources may be depleted or 'become extinct' in some tiles. New 'deposits' of resources may be discovered later in the game in response to changes in Technology or circumstance: this will also increase the dynamism and interest in the late game Map.
For instance, any mineral Resource (Silver, Mercury, Copper, Iron, Coal, Aluminum, Oil, etc) is heavily dependent on the technology available to access it. Therefore, 'new' deposits can appear simply because you can now dig deeper (Renaissance, Industrial, and Atomic Eras all saw major advances in digging and pumping/excavating technologies) OR can afford to dig less concentrated ores that weren't worthwhile before. Finding new deposits' should not be automatic - sending out Scouts/Great Engineers/Units to find them is another mid-late game activity that will keep the gamer engaged.
Any biological/botanical resources should be possible to 'spread'. There is no reason people cannot raise cattle, sheep, and horses anywhere they can place a suitable pasture, with some extra effort to establish the animals in a new environment. Likewise, most crops can be planted and grown in any environment friendly to them: Bananas in any rain forest, Rice or Sugar in any marsh or flood plain, etc. Some 'spreadable' resources will have very specific 'tile requirements', because they remain pretty hard to 'transplant' successfully: wine, olive/olive oil and silk come to mind, because they all have pretty specific terrain/climate requirements and require heavy application of resources and time to get started.
We can strictly define the terrain/tile types to which each such Resource can 'spread', and specific Technologies that allow each to be spread, just as we define limits for Harvesting resources now. At the very least, each 'spread' will require Builder Charges, suitable Terrain, and suitable Technology, so it will not be possible or desirable to fill every tile with a special Resource.
To keep everyone from planting every tile with the most lucrative Resources, a new Amenity group can be introduced: Balanced Diet. Basically, you get an Amenity for every 3 different Food Resources you have available. The Food Resources for this purpose are:
Meat: Cattle, Sheep, Horse, Deer, Fish, Crabs, Turtles, Whales
Carbs: Bananas, Rice, Wheat
In addition, you get a 'Flavor' Amenity for every 4 'Luxury' Foods available:
Cinnamon, Citrus, Cloves, Cocoa, Coffee, Olives, Salt, Spices, Sugar, Tea, Truffles, Wine
BUT to get the 'full benefit' of the Balanced Diet Amenities, for every Class of the above resources you are missing (Meat, Carbs, Flavor) you lose 1 Amenity. You will have to plan your use of the tiles or your Trade with other Civs and City States to make sure your population Eats Well. Also, Food is subject to the same restrictions as other Amenities: One tile of Wheat/Cattle/Salt will only provide Balanced Diet Amenity to 4 cities each without other bonuses, so the planning process, planting and probably replanting will be an on-going concern as your number of cities and their size increases throughout the game.
The 'Balanced Diet' Amnities will NOT start at Start of Game - early city dwellers were content with Food of any type, thankyouverymuch, but about the Classical Era they will start concerning themselves with Variety and Flavorful meals even at the 'middle class' level and it starts to become a real factor in keeping city-dwellers happy.
It should be fairly obvious that a city which is not eating as well as other cities in your Civ will also take a Major Loyalty Hit and possibly a negativePopulation Growth as your citizens leave for (literally!) Greener Pastures.
Specific Changes to Resources:
Right now, the game has:
Bonus Resources: 10
Strategic Resources: 7
Amenity/Luxury Resources: 27 + 2 from Zanzibar, + 4 from Great People
This total of 50 leaves out some very important historical resources in every category, while at the same time limiting the usefulness of some resources by rigidly categorizing them as Strategic or 'Luxury' or Bonus only. By 'unleashing' the resources from the rigid categories and allowing Players/AIs to spread some of them or discover new 'deposits' later in the game, we can also eliminate some of the more dubious resources that now litter the game map.
So, let's redefine the Resources, into those that can be spread (replantable or breedable) or Organic Resources, those that have to be Found, or Deposit, and those that can be Made, or Manufactured Resources.
Further, let's define Where the Organic Resources can be spread to very precisely by Terrain/Climate:
Resource Effects in Italicshave been added to the current Base Game Effects.
Organic Resources:
Bananas
Spreadable Terrain: Rain Forest, Rain Forest Hills
Effects: + 1 Food
Cattle
Spreadable Terrain: Plains, Grassland
Effects: + 1 Food + 1 Production
NOTE: Can build NitrarieImprovement, which provides 1 Niter resource
Cinnamon
Source: Suzerain of Zanzibar
Effects: + 6 Amenities (1 per City)
Citrus
Spreadable Terrain: Grassland
Effects: + 2 Food, + 4 Amenities (1 per City)
Cloves
Source: Suzerain of Zanzibar
Effects: + 6 Amenities (1 per City)
Cocoa
Spreadable Terrain: Rain Forest Hills
Effects: + 3 Food, + 4 Amenities (1 per City)
Coffee
Spreadable Terrain: Plains Hills
Effects: + 1 Culture, + 4 Amenities (1 per City)
Cotton
Spreadable Terrain: Flood Plains, Desert next to a water source (Oasis/River/Lake)
Effects: + 3 Gold, + 4 Amenities (1 per City)
NOTE:with Corporate Factory, provides 6 Cloth/Jeans Amenity Resource (1 per city)
Crabs
Spreadable Terrain: Coastal Sea
Effects: + 2 Gold + 1 Food
NOTE: If we rename this 'Shellfish' it can include Abalone, the shell of which was a Jewelry/decorative material and so could be a component of a Jewelry Manufactured Amenity Resource or an Amenity Resource in its own right.
Deer NOTE: Non-Spreadable: nobody 'ranches' or Pastures Deer
Effects: + 1 Production +1 Food
Dyes
Spreadable Terrain: Grassland, Grassland Hills
Effects: + 1 Faith, + 1 Gold, + 4 Amenities (1 per City)
Fish
Spreadable Terrain: Coastal
Effects: + 1 Food
Furs
Spreadable Terrain: Tundra Forest, Forest
Effects: + 1 Food, + 1 Gold, + 4 Amenities (1 per City)
NOTE: May be all or in part Banned after Conservation
Horses
Spreadable Terrain: Plains, Grassland
Effects: + 1 Food, + 1 Production, required for Units
NOTE:with RacetrackImprovement/Building in the Industrial Era and later, could produce 4 Amenities (1 per city) and Gold Effect
Incense
Spreadable Terrain: Desert, Floodplains
Effects: + 1 Faith, + 4 Amenities (1 per City)
Ivory (NOTE: This is one Resource that is Not 'spreadable - no one has ever Domesticated Elephants or Walruses for captive breeding in quantity
Effects: + 1 Production, + 1 Gold, + 4 Amenities (1 per City)
NOTE: By including Walrus (Tundra Coast) and Frozen Mammoth (Tundra, Snow) Ivory, could extend the terrain availability of this Resource. All might be Banned after Conservation
Olives
Spreadable Terrain: Plains Hills
Effects: + 1 Production, + 1 Gold, + 4 Amenities (1 per City)
Rice
Spreadable Terrain: Marsh, Floodplains
Effects: + 1 Food
NOTE: Allows DistilleryImprovement, which provides 4 Spirits Manufactured Amenity (1 per city)
Sheep
Spreadable Terrain: Plains Hills, Grassland Hills
Effects: + 1 Food
NOTE:Can build NitrarieImprovement, which provides 1 Niter resource;
with Corporate Factory, provides 6 Cloth Amenity Resource (1 per city)
Silk
Spreadable Terrain: Forest, Forest Hills
Effects: + 1 Culture, + 4 Amenities (1 per City)
Spices
Spreadable Terrain: Rain Forest, Rain Forest Hills
Effects: + 2 Food, + 4 Amenities (1 per City)
Sugar
Spreadable Terrain: Marsh, Floodplains
Effects: + 2 Food, + 4 Amenities (1 per City)
NOTE: Allows DistilleryImprovement, which provides 4 Spirits Manufactured Amenity (1 per city)
Tea
Spreadable Terrain: Plains Hills
Effects: + 1 Science, + 4 Amenities (1 per City)
Tobacco
Spreadable Terrain: Grassland
Effects: + 1 Faith, + 4 Amenities (1 per City)
Truffles
Spreadable Terrain: Forest
Effects: + 3 Gold, + 4 Amenities (1 per City)
Turtles (NOTE: Another Non-spreadable Organic resource - nobody is 'ranching' Turtles in any quantity)
Effects: + 1 Science, + 1 Food+ 4 Amenities (1 per City)
Whales (NOTE: Also Un-Spreadable: Nobody 'breeds' Whales in captivity)
Effects: + 1 Production, + 1 Gold, + 1 Food+ 4 Amenities (1 per City)
NOTE: Production and Gold Effects should go up with Industrialization, since Whale Oil was widely used for lubrication and illumination before Petroleum products became available in mass. All Use may be Banned after Conservation
Wheat
Spreadable Terrain: Plains, Plains Hills (once farms allowed on Hills)
Effects: + 1 Food
NOTE: Allows DistilleryImprovement, which provides 4 Spirits Manufactured Amenity (1 per city). IF this was renamed 'Grain' it could cover Wheat, Barley, Oats, Rye, and even Maize and therefore be available on a wider range of terrain/Tiles while still having overall the same Food effects as now
Wine
Spreadable Terrain: Plains Hills
Effects: + 1 Food, + 1 Gold, + 4 Amenities (1 per City)
NOTE: Allows DistilleryImprovement, which provides 4 Spirits Manufactured Amenity (1 per city)
Potential Organic Resources Suggested on the Forum:
Timber
- representing the large, straight trees needed to build certain units like Frigates and Privateers and produce monumental structures. So, available only in certain tiles of Forest or Rain Forest only if never harvested. An 'Anti-Chop' Resource, at least until Industrial Era
Pitch
- required for virtually all ship building before the Industrial Era, but also could be a natural by-product of Timber, so the resources and effects could be combined
Potato
- incredibly important American export to the world, a Carb Food Resource from Hills to supplement Rice and Wheat which also provides more food than either of the other two.
Latex/Rubber
- required from Modern Era on for most Units and, potentially, for the Automobile Manufactured Amenity Resource, therefore a possible 'Strategic' Effect Resource for Units, and an Amenity Resource, originating in Rain Forest Hill tiles and spreadable to other such Tiles.
Saffron
- a Dye, and Food/Spice Resource, an incredibly valuable potential Trade Good as well. However, this would also put 4 different 'Spice' Resources in the game, which may be more than we need or want for balance.
Bison
- not just another cow: bison leather is an Industrial Resource (Power transfer leather belts) as well as a Food and Production resource.
Salmon
- a very important Food Resource from Ancient to Industrial Eras, but not workable in the game as it stands because it is, basically, River-based and there are no 'river' tiles in the game. Could be a 'special' Resource based on Coastal Tiles at River Mouths, but that's not really quite accurate.
Deposit Resources:
Aluminum
Effects: + 1 Science + 1 Production, required for Units
NOTE: Could also be a requirement for the Automobile Manufactured Amenity Resource
Amber
Effects: + 1 Culture, + 4 Amenities (1 per City)
NOTE: Could also be a component for a Jewelry Manufactured Amenity Resource
Coal
Effects: + 2 Production, required for Units
NOTE: could produce Aniline DyesManuactured Amenity, replacing Dyes Resource (6 Amenities, 1 per city)
Copper
Effects: + 2 Gold, + 1 Production
NOTE: Copper was the first 'tool metal' dating from before the Start of Game, so should provide a Production Effect as well as a Gold/Trade effect. In the late Industrial/Modern Era, could also be a required Resource for Electrification or Personal Electronics Manufactured Amenities
Diamonds
Effects: + 3 Gold, + 4 Amenities (1 per City)
NOTE: Starting in the Modern Era, Diamond tipped cutting/drilling tools provide a Production Effect as well as Gold/Amenity Effects
Gypsum
Effects: + 1 Production, + 1 Gold, + 4 Amenities (1 per City)
Iron
Effects: + 1 Science, + 1 Productionrequired for Units
NOTE: Starting in the early Industrial Era, Iron becomes a Major Production Resource for constructing Buildings of all kinds in virtually all Districts
Jade
Effects: + 1 Culture, + 4 Amenities (1 per City)
Marble
Effects: + 1 Culture, + 4 Amenities (1 per City)
Mercury
Effects: + 1 Science, + 4 Amenities (1 per City)
NOTE: Could be replaced by Sulfer, a much more common substance also known since Antiquity for its medicinal, fumagatory and dye-stuff effects
Niter
Effects: + 1 Food, + 1 Production, required for Units
NOTE: Can also be produced at will in Nitraries(Improvement next to Cattle, Sheep Tiles?)from organic waste, only a few natural 'deposits' in world, so could be another 'Rare Resource' only found in naturally in a few tiles.
Oil
Effects: + 3 Production, required for Units
NOTE: Can also be used to produce Artificial Dyes Manufactured Amenity Resource
Pearls
Effects: + 1 Faith, + 4 Amenities (1 per City)
Salt
Effects: + 1 Food, + 1 Gold, + 4 Amenities (1 per City)
Silver
Effects: + 3 Gold, + 4 Amenities (1 per City)
NOTE: Silver is the premier metal for minting spendable coins, so should have a Major Gold and Trade effect once a Civ is in the Classical Era (Tech: Currency, which is mis-labeled, should be Coinage) and beyond, until Paper Currency is invented in the Renaissance (Tech: Printing or Banking)
Stone
Effects: + 1 Production
Uranium
Effects: + 2 Production, required for Units
Potential Deposit Resources From the Forum:
Gold
- it is inexplicable that this Resource was left out of Civ VI: Gold was the original Amenity/Luxury/Jewelry/Cultural artifact, as well as, along with Silver, being the premier Monetary Metal for most of human history. It is also a potential component/requirement for Personal Electronics Manufactured Amenity and is widely used in construction of Spacecraft
Obsidian
- a very early Trade Item and a substitute for Copper/Bronze/Iron for weapons and Units.
Sulfur
- arguably a better 'Science' resource than Mercury, since it was also known and used since the Ancient Era in Alchemical experiments and as an anti-insect fumigant and in health (skin care) applications. Therefore, a Resource with potential Gold, Amenity and Science effects.
Manufactured Resources Currently in Game:
Cosmetics
Sources: Atomic Era Great Merchant: Helena Rubenstein
Effects: + 4 Amenities (1 per City)
Jeans
Sources: Atomic Era Great Merchant: Levi Strauss
Effects: + 4 Amenities (1 per City)
Perfume
Sources: Information Era Great Merchant: Estee Lauder
Effects: + 6 Amenities (1 per City)
Toys
Sources: Industrial Era Great Merchant: John Spilsbury
Effects: + 4 Amenities (1 per City)
Other Potential Manufactured Resources with Historical Importance:
Jewelry
Ancient Era
Requires: Resources: Gold, Silver, Copper, Diamonds, Pearls, Jade, OR Amber
NOTE: Gold/Trade effects could go up the more different materials available
Decorated Pottery
Ancient/Classical Era
Requires: Tech: Pottery, Resources: Dyes or Iron
NOTE: Highly decorated ceramics were a major Luxury Trade good for Classical Greece, among others.
Porcelain
Classical/Medieval Era
Requires: Tech: Pottery, Iron-Working (blast furnaces), Resource: Kaolin clay (Hills next to Flood Plains?)
NOTE: Porcelain Monopoly was a major Trade Effect for China for centuries; with Tech: Metal Casting (approximately) it would become available to anybody. Kaolin Clay should be a Very Limited (1-2 sources per Map?) Special Resource
Cheap Cloth
Industrial Era
Requires: Resources: Cotton, Sheep; Corporation Factory Building
NOTE: Gold/Trade effects could go up if Dyes or Chemical Dyes also available
Steel
Industrial Era
Requires: Tech: Industrialization; Resources: Iron, Coal; Steel Mill Building
NOTE: Industrial Quantities of Steel is a very different resource from the Classical/Medieval Era hand-worked Iron: having it as a separate Manufactured Resource would add to the Revolutionary Nature of the Industrial Revolution and Steel would be the Resource for later Military Units and could also enhance general Production as it was the primary metallic resource for building frames, reinforcing concrete, and therefore virtually all construction in the Modern Era and later.
Chemical Dyes
Industrial Era
Requires: Tech: Industrialization; Resources: Coal OR Oil
Automobiles
Modern Era
Requires: Tech: Replaceable Parts; Resources: Steel, Latex, Oil; Corporation Factory Building
Personal Electronics
Atomic Era
Requires: Tech: Computers; Resources: Gold; Corporation Factory Building
In the next Post, I will show some possible Corporate Sources for many of the Manufactured Resources listed here.