Eddie Verdde
Chieftain
- Joined
- Jan 10, 2020
- Messages
- 82
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
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 |
Domest. Animals | Cattle | Pigs | Sheep*+Goats | Llama | Poultry |
Strat. animals | | Horses | Camels | | Elephants* |
Fabrics | Flax* | Silk* | | Cotton* | Furs* |
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* | Cinchona* | |
| 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 |
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; 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 Tia Huanaco |
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 |
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 |
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 |
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. Speeds up 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 warming2. 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. Speeds up 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)