The ultimate list of resources - A festival of colors and flavours and an alternative system.

Eddie Verdde

Chieftain
Joined
Jan 10, 2020
Messages
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Let’s talk about resources, the bread and butter of a civilization and the sugar and spice of a 4x Game. Resources are at the intersection of human beings and the natural world, triggering wars, trade, exploration and expansion, influencing the economy and culture of a civilization, inspiring people and even shaping the looks of monuments of people’s outfits.
Below is what I consider to be a list of all the resources that were (or have been) important for at least one civilization at a certain period of history (e.g., amber, purple, cinchona, guano).
I think that the tables will be self-explanatory regarding the logic behind this system, but here are a few key notes:

1. Diversity over quantity
Instead of 8 or 9 copies of the same resource, I suggest 2 or 3 copies of a greater variety of resources. Keep in mind that this was thought for very big maps with many civilizations. Such diversity would allow the inclusion of a vast span of climates and terrain types as sources of material and food, which brings us to point number 2:

2. No ecosystem left behind
I tried to include every possible combination of climates x terrains, with at least one resource for each combination in every continent, so that each civilization might be reasonably competitive, regardless of its starting location (e. g., tundra, desert, hills etc.).

3. Historical resonance
The combination of resources within the same continent will look familiar historically, with only a couple exceptions to provide better balance. Food diversity was just for fun (although it could be useful if there was a health system, as in CIV4), but other resources not only provide happiness, but also provide bonuses in religion, culture or science, and unlock research paths, which brings us to point 4:

4. Discovery of resources before discovery of technologies/civics
Although in CIV6 I love to play as Hatshepsut and spawning in the midst of floodplains, I’m not a fan of predetermined attributes for each civilization. For me, it makes more sense if the attributes of a CIV develop gradually over time, reflecting the resources available and the surrounding environment. In an alternative system, you would make game-defining and strategic decisions based on what resources you have access to. Instead of researching a technology to reveal possible sources of a resource, you should research technologies that allow you to exploit resources which your people have become acquainted with. There will be exceptions to this principle, of course, specially in the modern age (e. G., uranium). In the system I present below, culture-related resources are materials that your people use to express their culture artistically, creating a sense of national identity and unlocking the researching of Citizenship. The discovery of fabric resources unlock researching of “Public Life” (it’s not proper to show up naked at the Agora), and Dyes unlock Code of Laws (aristocrats and law-makers, unlike common people, have to wear fancy and expensive outfits). And so on.
I tried to integrate the resources with the tech and civic trees the best that I could. Sadly, though, I find the tech tree of CIV7 a bit poor, so I suggest additional technologies/civics here and there.

In this system, resources are more determinant than ever. I believe that such a system would be very immersive and would enable unique and powerful narratives, instead of just clicking buttons, picking cards, collecting points and receiving blunt messages saying that your civilization accomplished this or that . For instance, your civilization could be known as “the people of theocratic cattle herders who feast on wine dressed in purple and build granite monuments”. Or they might be “the people of atheist camel riders, lords of the desert, who live in white - plastered dwellings and know the secrets of cinchona root”. No two games would ever look the same. In addition, the need of resources to gain such powerful bonuses and unlock research paths would force every player to engage in exploration, trade and war from the onset of the game; with more focus in war, and in exploiting resources there would be more action in antiquity and this could put a halt to the science rush that feels unnatural and many of us dislike.
I’ll be happy to hear your thoughts and additional suggestions. So here it is:
*resources with asterisk provide happiness​
Continent seed​
1​
2​
3​
4​
5​
Resource type​
Staple food​
Wheat​
Rice​
Barley​
Maize​
Yam​
Complement food​
Citrus*​
Soy​
Dates*​
Beans​
Bananas​
Hardy crops​
Oat​
Rye​
Chickpeas​
Potatoes​
Sorghum​
Edible oils (F+P)​
Olives*​
Coconuts*​
Peanuts​
Sunflower​
Palm​
Game​
Deer​
Boar​
Antelope​
Bison​
Pheasant​
“Sea-game”​
Walrus*​
Whales*​
Catfish​
Whales*​
Seal​
Seafood​
Squid​
Shrimp​
Crab​
Clams​
Mussels​
Fish​
Herring​
Tuna​
Sardines​
Salmon​
Sardines​
Livestock​
Cattle​
Pigs​
Sheep*+Goats​
Llama​
Poultry​
Strat. animals​
Horses​
Camels​
Elephants*​
Fabrics​
Flax*​
Silk*​
Cotton*​
Furs*​
Medicine​
Willow*​
Ginseng*​
Hyssop*​
Cinchona*​
Camphor*​
Dyes​
Saffron*​
Indigo*​
Purple*​
Cochonilla*​
Turmeric*​
Wood​
Cedar*​
Mahoganey*​
Ebony*​
Stone​
Sandstone-1​
Sandstone-2​
Limestone​
Andesite​
Granite​
Science​
Amber*​
Mercury​
Papyrus​
Parrots*​
Aloe*​
Religion​
Hemp*​
Poppies*​
Incense*​
Tobacco*​
Peyote*​
Culture​
Marble*​
Kaolin*​
Gypsum*​
Jade*​
Smalt*​
Entertainment​
Wine*​
Tea*​
Coffee*​
Cocoa*​
Kola*​
Others​
Honey*​
Sugar*​
Spices*​
Peat​
Asphalt​
Guano​
Kelp​
Truffles*​
Lapis-lazuli*​
Musk*​
Gems*​
Diamonds*​
Ice*​
Ice*​
Coral*​
Currency​
Salt*​
Pearls*​
Cowry*​
Silver*​
Currency​
Gold*​
Silver*​
Silver*​
Gold*​
Gold*​
Strat. ore​
Copper​
Copper​
Copper​
Obsidian​
Iron​
Iron​
Iron​
Niter​
Niter​
Coal​
Coal​
Coal​
Oil​
Oil​
Oil​
Methane​
Methane​
Rubber​
Rubber​
Aluminum​
Aluminum​
Aluminum​
Aluminum​
Aluminum​
Uranium​
Uranium​
Rare earths​
Rare earths​
Special resources​
Fossils​
Fossils​
Fossils​
Fossils​
Fossils​
City-State resources​
Tulips*​
Lacquer*​
Caviar*​
Coca*​
Vanilla*​


Yields: C-Culture; FA-Faith; F-Food; G-Gold; P-Production; S-Science
Climate: C-Cold; D-Dry; H-Humid; Narc-Nonarctic; Subar-Subarctic; Trop-Tropical; Temp-Temperate; W-Warm
Terrain: C-Cleared; CST-Coast; F-Flat; For-Forest; H-Hill; J-Jungle; R- River; O-Ocean; L-Lake​
Resource​
Type​
Yields​
Improved By​
Climate; Terrain​
Effects​
Aloe​
Lux/sci​
G+S​
Plantation​
W-D; C​
13; 16​
Aluminum​
Strategic​
P​
Mine​
All; Land​
7; 10; appears with research of mass production​
Amber​
Lux/Sci​
G+S​
Mine​
Subarc; CST​
7; 11​
Antelope​
Bonus​
F+P​
Camp​
Trop/H/D; C/for/j​
12​
Asphalt​
Bonus​
P​
W-D; F​
Enables Greek fire​
Bananas​
Bonus​
F​
Plantation​
Trop; J​
13​
Barley​
Bonus​
F​
Farm​
Temp/C; C-F​
14​
Beans​
Bonus​
F​
Farm​
Temp; C​
14​
Bison​
Bonus​
F+P​
Camp​
Temp/Subar; F-C​
12​
Boar​
Bonus​
F+P​
Camp​
Temp; For​
12​
Camels​
Strategic​
F+P​
Pasture​
W-D; C-F​
5; 15; enables crossing of deserts by trade routes and units until steam engine​
Camphor​
16
Cattle​
Bonus​
F+P​
Pasture​
Temp/D/H/W; C​
15; 8 (until steam engine)​
Caviar​
Luxury​
F+G​
Fishing boat​
Temp; CST/R/L​
Exclusive resource of Baku​
Cedar​
Luxury​
P+G​
Lumber mill​
Temp; For​
Requires Bronze Working​
Chickpeas​
Bonus​
F​
Farm​
C/D; C​
14​
Citrus​
Bonus/Lux​
F​
Plantation​
Temp/H; C​
13; Prevents scurvy: Increases HP and movement of ships during exploration Age​
Cinchona​
Luxury​
Plantation​
Trop/D/C; H​
13; Prevents malaria: units in jungle/swamp/river don’t loose HP; 16​
Coal​
Strategic​
P​
Mine​
Nonarc; Land​
7; 17; Appears in modern age; unlocks Researching of steam engine; 31​
Coca​
Luxury​
G​
Plantation​
Trop; JG​
13; 18; 19; Exclusive resource of Tiahuanaco​
Cochonilla​
Luxury​
G​
Plantation​
Trop; J​
13; 20; 30; 9​
Coconuts​
Bonus/Lux​
F+P​
Plantation​
Trop; J-CST​
13​
Cocoa​
Lux; Ent​
F+G​
Plantation​
Trop; J​
13; 18​
Coffee​
Lux; Ent​
G​
Plantation​
Trp; H​
13; 18; 19​
Copper​
Strategic​
P​
Mine​
Nonarc; Land​
7; 11; 21; 10; 4; Unlocks Bronze Working​
Coral​
Luxury​
G​
Fishing boat​
Trop; CST​
1; 22​
Cotton​
Luxury​
P+G​
Plantation​
Trop/Temp/H; C​
2; 13; 23​
Cowry​
Lux/Cur​
G​
Fishing boat​
Trop/Temp; CST​
1; 24; Effects cancelled By commerce​
Dates​
Bonus/Lux​
F​
Plantation​
W-D; F​
13​
Deer​
Bonus​
F+P​
Camp​
Temp/Subar; For​
12​
Diamonds​
Luxury​
G​
Mine​
All; Land​
7; 11​
Ebony​
Luxury​
P+G​
Lumber Mill​
Trop; J​
Requires Bronze working; 22​
Elephants​
Lux/Strat.​
G+P​
Camp​
Trop/H/D; J/C-F​
5; 12; 19; 22​
Fish​
Bonus​
F​
Fishing boat​
Nonarc; CST/O​
1; 23; Freshwater: Catfish​
Flax​
Luxury​
P​
Plantation​
Temp/H​
2; 13; 23​
Fossils​
Special​
FA or S​
All; C​
When discovered, must choose between bonus faith or science​
Furs​
Luxury​
G+P​
Camp​
C; For​
2; 12; 22​
Gems​
Luxury​
G​
Mine​
Nonarc​
7; 11​
Ginseng​
16
Goats​
Bonus​
F+P​
Pasture​
D; H-C​
15​
Gold​
Lux/Cur​
G​
Mine​
Nonarc; land​
7; 11; 24​
Guano​
Bonus​
Temp/D; CST​
8; 9​
Gypsum​
Lux/Cult​
P+G+C​
Mine​
W-D; C​
7; 11; 25​
Hemp​
Lux/Rel​
P+G+FA​
Plantation​
Temp; C​
13; 26; If≥2: 27​
Honey​
Luxury​
F+G​
Pasture​
Temp/Trop; For/J​
15​
Horses​
Strategic​
F+P​
Pasture​
Temp; C-F​
5; 15; 8 (until steam engine); after modern age provides happiness​
Hyssop​
16
Ice​
Luxury​
G​
Some mountains/ Eisriesenwelt (natural wonder)​
Only affects cities of tropical/temperate latitudes, within three tiles
Effects cancelled by research of refrigeration​
Incense​
Lux/Rel​
G+FA​
Plantation​
W-D; C​
13; 26​
Indigo​
Luxury​
G​
Plantation​
Trop; J​
13; 20; 9; 30​
Iron​
Strategic​
P​
Mine​
Nonarc; C/Also Appears in Meteorites​
7; 10; 11; 21; Appears with Engineering or with meteorites; Unlocks Iron Working​
Jade​
Lux/Cult​
G+C​
Mine​
Nonarc; All​
7; 11; 25​
Kaolin​
Lux/Cult​
P+C​
Mine​
H; C​
7; 11; 23; 25; Speeds up Research of Pottery​
Kelp​
Bonus​
Temp; CST​
8​
Kola​
Lux/Ent​
G​
Plantation​
Trop; J​
13; 18; 19​
Lacquer​
Luxury​
G​
Plantation​
Temp; For​
Exclusive resource of Fukushima​
Lapis-lazuli​
Luxury​
G​
Mine​
7; 11​
Llama​
Bonus​
F+P​
Pasture​
C; H​
8;15; “La Llama que Llama”​
Mahoganey​
Luxury​
P+G​
Lumber mill​
Trop; J​
22; Req. Bronze Working​
Maize​
Bonus​
F​
Farm​
Trop/H; C​
14; An amaizeing crop​
Marble​
Lux/Cult​
P+G+C​
Quarry​
Nonarc; C​
3; 4; 7; 25​
Mercury​
Science​
G+S​
Mine​
Nonarc​
7; 11​
Methane​
Strategic​
P​
Well​
All; All​
6; 17; 7; 31​
Musk​
Luxury​
G​
Camp​
C; H-C​
12; 22​
Niter​
Strategic​
Mine​
W-D; C​
7; 10; 28; Appears After Research of metal casting Unlocks Res. Of Gunpowder; 9​
Oats​
Bonus​
F​
Farm​
C/D; H​
14​
Obsidian​
Strategic​
P​
Mine​
Near Volcanoes​
7; 10; 11; 21​
Oil​
Strategic​
P​
Well​
All; All​
6; 7; 17; 31​
Olives​
Bonus/Lux​
F+P​
Plantation​
Temp; C​
13​
Palm​
Bonus​
F+P​
Plantation​
Trop; J​
13​
Papyrus​
Science​
S​
Plantation​
Rivers/Swamps​
13; Speeds Up Res. Writing​
Parrots​
Lux/Sci​
G+S​
Camp​
Trop; J​
12; 22​
Pearls​
Lux/Cur​
G​
Fishing Boat​
Trop; CST​
1; 24​
Peat​
Bonus​
P​
C-H; F​
Peanuts​
Bonus​
F+P​
Plantation​
W; F​
13​
Peyote​
Lux/Rel​
G+FA​
Plantation​
W-D; C​
13; 26​
Pheasant​
Bonus​
F​
Camp​
Temp; C​
12​
Pigs​
Bonus​
F​
Pasture​
Temp/Trop; F​
15​
Poppies​
Lux/Rel​
G+FA​
Plantation​
Temp/D; C​
13; 26; If≥2: 27​
Potatoes​
Bonus​
F​
Farm​
C; C-H​
14​
Poultry​
Bonus​
F​
Pasture​
Temp/Trop; For/J​
15​
Purple​
Luxury​
G​
Fishing Boat​
Temp/W; CST​
1; 9; 20; 30​
Rare Earths​
Strategic​
Mine​
All; All​
7; 10; Appears W/Armor​
Rice​
Bonus​
F​
Farm​
H; C/R/Swamp​
14​
Rubber​
Strategic​
P​
Plantation​
Trop; J​
6; 10​
Rye​
Bonus​
F​
Farm​
C/D; H-C​
14​
Saffron​
Luxury​
G​
Plantation​
Temp; C​
9; 13; 20; 30​
Salt​
Lux/Cur​
G​
Mine​
D; CST/C​
11; 29; 24​
Seafood​
Bonus​
F​
Fishing Boat​
Nonarc; CST​
1; Squid: Ocean/CST​
Seal​
Bonus​
F+P​
Camp​
C; CST​
12​
Sheep​
Bonus/Lux​
F+P​
Pasture​
C; C-H​
2; 15; 23​
Silk​
Luxury​
G​
Plantation​
Temp; For​
2; 13​
Silver​
Lux/Cur​
G​
Mine​
All; C​
7; 11; 24​
Smalt​
Lux/Cult​
G+C​
Mine​
All; C​
7; 11; 25​
Sorghum​
Bonus​
F​
Farm​
W/D/H; C​
14​
Soy​
Bonus​
F​
Farm​
Temp; C​
14​
Spices​
Luxury​
F+G​
Plantation​
Trop; J​
13​
Stone​
Bonus​
P​
Quarry​
Nonarc; C​
3; 4; 7​
Sugar​
Luxury​
F+G​
Plantation​
Trop; C​
13​
Sunflower​
Bonus​
F+P​
Plantation​
Temp/W; C​
13​
Tea​
Lux/Ent​
G​
Plantation​
H; C-H​
13; 18​
Tobacco​
Lux/Rel​
G+FA​
Plantation​
H; C​
13; 26​
Truffles​
Luxury​
G​
Camp​
Temp; For​
Effects double with access to pigs​
Tulips​
Luxury​
G​
Plantation​
Temp; C​
Exclusive res. of Amsterdam; every turn there is a small chance of inflation and loss of gold​
Turmeric​
Luxury​
G​
Plantation​
W-H; C​
13; 20; 9; 30​
Uranium​
Strategic​
mine​
All; All​
7; 10; 17; Appears with rocketry​
Vanilla​
Luxury​
G​
Plantation​
Trop; J​
Exclusive res. Of Antananarivo​
Walrus​
Luxury​
P+G​
Camp​
Subarc; CST​
22; 12​
Whales​
Luxury​
F+P+G​
Fishing boat​
Subarc/Temp; CST/O​
1; 22​
Wheat​
Bonus​
F​
Farm​
Temp/D; C​
14​
Willow​
16
Wine​
Lux/Ent​
F+G​
Plantation​
Temp; C​
13; 18​
Yam​
Bonus​
F​
Farm​
Trop; J​
14​
1. Unlocks researching of Sailing, when inside borders
2. Unlocks researching of Public Life, when inside borders
3. Unlocks researching of Masonry, when inside borders
4. Speeds up construction of some buildings/wonders; some buildings or wonders will exhibit the colour of this material (bluish, red, white, gray, dark)
5. Required to train some mounted units
6. Appears after researching combustion
7. Resource may get depleted over time; new sources may be found
8. Increases food output of up to 3 farms, in cities connected to the resource
9. Effects cancelled by research of chemistry
10. Required to produce some buildings/projects/units of modern /exp age
11. Unlocks researching of Mining, when inside borders
12. Unlocks researching of Tactics, when inside borders
13. Unlocks researching of Irrigation (or Calendar)
14. Unlocks researching of Agriculture, when inside borders
15. Unlocks researching of Animal Husbandry, when inside borders
16. Unlocks researching of medicine
17. Required to provide energy for some buildings; required to maintain units
18. Unlocks researching of Entertainment, when inside borders
19. Increases production towards construction of some buildings/wonders
20. Unlocks researching of Code of Laws, when inside borders
21. Required to train some units of antiquity; increases strength of archers
22. Causes unhappiness after researching Ecology, unless improvement is replaced by natural reserve
23. Yields are dramatically increased when resource is slotted to a factory
24. Unlocks researching of Currency, when inside borders
25. Unlocks researching of Citizenship, when inside borders
26. Unlocks researching of Mysticism, when inside borders
27. Slightly reduces production output in cities connected to resource
28. Required to maintain gunpowder units; increases combat strength of some ships
29. Reduces maintenance cost of some units
30. Army commanders and unique units wear uniforms of the colour of this dye (light orange, blue, red, purple, yellow)​
31. Causes pollution and global warming
 
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I really like this thorough resource system idea you have. Although I have one question. If so many techs are locked by resources, and the quantity of resources is reduced, don't you think you might end up in a situation where there's no resource nearby for a critical tech like Writing, Sailing, etc. And it sort of just messes the progression?
 
Teak might be added to your woods.

(I don't know if you're trying to get every row completely filled out).

Wool might be added as a fabric, if you can spare sheep from the livestock row.

I've only looked at the list, not all of your proposed game effects, but the list is wonderful. I agree that resources go a long way toward giving flavor to civs in the game (especially spices, ha ha).

Spices might be worth breaking out into a row (or two) of their own. Part of what you're trying to do is give distinctive flavor to different zones of the world, and that is one of the main ways (and historically significant ways, if you consider various trade routes) in which broad world zones differ from one another, is the spices that grow in them.

When I'm writing the history of my civs, I take various moments to think what an archeologist would uncover if he were digging in that strata, and it is often traces of one resource or another.
 
I really like this thorough resource system idea you have. Although I have one question. If so many techs are locked by resources, and the quantity of resources is reduced, don't you think you might end up in a situation where there's no resource nearby for a critical tech like Writing, Sailing, etc. And it sort of just messes the progression?
I don’t think that it would be a problem.

Firstly, writing is not locked by any resource, although you can speed it up with papyrus. As for Sailing, you have plenty of resources to choose from (all the fish, seafood and “sea-game”).



As for the others, let’s take the research of Mysticism as an example.

Even if we have as few as 3 copies of each resource, we would have 3xHEMP+3XPOPPIES+3xTOBACO+3xPEYOTE=15 ways to unlock researching of Mysticism which, in a game with 12 players, gives an average of a little over 1 resource for each civilization.

Even if one of your neighbours manages to snatch all 3 copies of religion-resource of your continent, you could always just attack him to gain access to one of the copies, or try to steal the civic/tech from him, or exchange it (or the resource) through diplomacy.



In either case, such resources would be at the core of game-defining options and strategies and would enable more action, which is exactly the principle underlying the system I suggest, and brings an historical flavour – it is the necessity for some resources that time and again have driven wars, agreements and exploration throughout history.



And in case you don’t manage to get a resource to unlock researching of Mysticism, well, maybe you have to forfeit religion and focus on a different strategy, such as trade, which could also be interesting, because in this way not every civilization would have to follow the same old predictable path in every game. Therefore, no two games would ever look the same.
 
Teak might be added to your woods.

(I don't know if you're trying to get every row completely filled out).

Wool might be added as a fabric, if you can spare sheep from the livestock row.

I've only looked at the list, not all of your proposed game effects, but the list is wonderful. I agree that resources go a long way toward giving flavor to civs in the game (especially spices, ha ha).

Spices might be worth breaking out into a row (or two) of their own. Part of what you're trying to do is give distinctive flavor to different zones of the world, and that is one of the main ways (and historically significant ways, if you consider various trade routes) in which broad world zones differ from one another, is the spices that grow in them.

When I'm writing the history of my civs, I take various moments to think what an archeologist would uncover if he were digging in that strata, and it is often traces of one resource or another.
I wasn’t trying to get every row filled out, but I appreciate your suggestion of Teak. (THUMBS UP)



As for Wool, Sheep is also the fabric resource of continent 3, I just didn’t think it was worth repeating it, so I left that cell in blank.



I agree that SPICES could be broken out (maybe cinnamon, cloves, pepper and nutmeg) but as they all come from the same region (Southeast Asia), then the continent 3 in this system would get too buffed, and I didn’t want to spread the SPICES by the other continents (but maybe that’s what needs to be done).

Anyway, that’s why I came up with VANILLA as a city-state resource, which can also be considered a spice and has been shamefully neglected in all the iterations of Sid Meier’s Civilization (ha, ha).
 
I don’t think that it would be a problem.

Firstly, writing is not locked by any resource, although you can speed it up with papyrus. As for Sailing, you have plenty of resources to choose from (all the fish, seafood and “sea-game”).



As for the others, let’s take the research of Mysticism as an example.

Even if we have as few as 3 copies of each resource, we would have 3xHEMP+3XPOPPIES+3xTOBACO+3xPEYOTE=15 ways to unlock researching of Mysticism which, in a game with 12 players, gives an average of a little over 1 resource for each civilization.

Even if one of your neighbours manages to snatch all 3 copies of religion-resource of your continent, you could always just attack him to gain access to one of the copies, or try to steal the civic/tech from him, or exchange it (or the resource) through diplomacy.



In either case, such resources would be at the core of game-defining options and strategies and would enable more action, which is exactly the principle underlying the system I suggest, and brings an historical flavour – it is the necessity for some resources that time and again have driven wars, agreements and exploration throughout history.



And in case you don’t manage to get a resource to unlock researching of Mysticism, well, maybe you have to forfeit religion and focus on a different strategy, such as trade, which could also be interesting, because in this way not every civilization would have to follow the same old predictable path in every game. Therefore, no two games would ever look the same.

Why do you need drugs to invent mysticism? Doesn't this suggest that religions stem from drugs?
Probably dangerous territory if you ask me :D

Now anyhow, I think you would lead to more starts that are the same but in different flavours.
So you might start with Tuna, Gold and Tobacco, for Sailing, Currency and Mysticism. Or you would start with Salmon, Silver and Hemp.
You unlock the same techs, and it's essentially the same start since you would typically get the same tile improvements for each resource; the only thing that changed is the theming.

(I didn't double check if those resources could spawn together, but you get the general gist - to keep the game fair or even possible in some cases, one of each type of critical resource needs to be near each player.)

My suggestion would be to remove the necessity of the unlock and turn it into somewhat of a 'critical discount'.
That way you can still sail into waters if your particular waters happen to be free of fish.
This also allows for maps which are atypical - so an Island map where there are no fish wouldn't keep you locked away forever.

Another suggestion, is that players should absorb knowledge from other players or even city-states.
If you score a landlocked empire in a map with only distant waters, but you are right next door to an avid sea-explorer, you should probably pick up Sailing by the 20th century, even if you still don't have access to water by then.
 
Why do you need drugs to invent mysticism? Doesn't this suggest that religions stem from drugs?
Probably dangerous territory if you ask me :D
I would not go so far as to suggest that religions stand directly from drugs, at least in the modern sense of the word “religion”. But hallucinogenic substances induce altered states of consciousness, cause a sense of dettachment of the body and mind from the material world, and thus have the potential to trigger mystical experiences (or as Mircea Eliade called it “hierophanies”). And so, even when substances are not at the root of religious beliefs or practices, they are used in religious rituals and may end up being sanctified or idolatrised. Incense is associated with purification in Christianism; Soma was a sacred plant in the religious hymns of the Indo-Arians; Hemp is consumed in the rituals of Rastafarianism; some Native Americans believe that they are able to communicate with spirits by consuming peyote or ayahuasca; and so on. In fact, when hallucinogenic substances are not available people still try to induce altered states of consciousness and achieve mystical revelations by other means: by insistent drumming or dancing (shamans and dervishes), by isolation in the wilderness (hermits), by meditation/prayers or even by fasting. But hallucinogenic substances are a more straightforward and easier way to obtain mystical revelations and this could be crucial in a game like CIV, where the competition for such resources may trigger war and exploration.
 
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