Trade system and economics in Civ7

Prester John 2

Warlord
Joined
Oct 9, 2005
Messages
192
Location
Germany
I haven't found a thread that collects the information we have so far on the ways trade and economics function.
What I gathered so far:

You get gold from tiles, buildings and wonders.
You collect resources from tile improvements.
Resources are age-specific or ageless.
You can allocate these resources to specific cities thus giving them additional gold, production, culture and science.
By trading via a trader with a neighbouring civilization you can gain access to their resources. These tradeagreements have to be mutual.
By collecting many resources you can pass milestones on the way to an economic victory.
Later on factories can be build which presumably refine certain resources.

What did I miss?
 
You collect resources from tile improvements.
Resources are age-specific or ageless.
You can allocate these resources to specific cities thus giving them additional gold, production, culture and science.
Some resources are empire-wide and give empire-wide bonuses. Others are per city and can be connected to specific cities (and towns?). If I had to guess which ones are ageless and which aren't, I would say empire-wide ones become obsolete in the next age (e.g., Marble). But maybe this is too simplistic and it depends on the actual resource.

Another open question is what happens with duplicates. In yesterday's stream, Carl had multiple copies of the same resource in the same city. This would only make sense if the bonuses add up. However, we've seen a few +% modifiers, and if it is possible to stack these... Anyway, how exactly this works, whether duplicates give full bonuses, less or none etc. might not be final but WIP.
 
Some resources are empire-wide and give empire-wide bonuses. Others are per city and can be connected to specific cities (and towns?). If I had to guess which ones are ageless and which aren't, I would say empire-wide ones become obsolete in the next age (e.g., Marble). But maybe this is too simplistic and it depends on the actual resource.

Another open question is what happens with duplicates. In yesterday's stream, Carl had multiple copies of the same resource in the same city. This would only make sense if the bonuses add up. However, we've seen a few +% modifiers, and if it is possible to stack these... Anyway, how exactly this works, whether duplicates give full bonuses, less or none etc. might not be final but WIP.
Are you sure any resources are empire wide?
 
Are you sure any resources are empire wide?
Yes. You can see it here in this screenshot:


Iron, Horses, Marble, ?, Ivory are Empire Resources. The others are per city.

It would make sense in a way if Horses and Iron became obsolete in a sense of "everybody has access to them now" (even for Aztecs and Inka). Marble similarly lost some importance after Antiquity (at least for some time). Ivory, I think stayed similarly relevant without it being common in many parts of the world, so I don't see why it would become obsolete. I'm not sure if the icon in between is Tea, Coffee or something else, but I wonder why this would be empire wide.

Also, I don't remember all the bonuses right now, but I'm sure that Iron gave +Combat Strength to all units and Marble +Production towards wonders. These make sense empire-wide. It would be a drag to reconnect them all the time when you start to build units or wonders to make it optimal. It would be the governor hell all over again.
 
Yes. You can see it here in this screenshot:


Iron, Horses, Marble, ?, Ivory are Empire Resources. The others are per city.

It would make sense in a way if Horses and Iron became obsolete in a sense of "everybody has access to them now" (even for Aztecs and Inka). Marble similarly lost some importance after Antiquity (at least for some time). Ivory, I think stayed similarly relevant without it being common in many parts of the world, so I don't see why it would become obsolete. I'm not sure if the icon in between is Tea, Coffee or something else, but I wonder why this would be empire wide.

Also, I don't remember all the bonuses right now, but I'm sure that Iron gave +Combat Strength to all units and Marble +Production towards wonders. These make sense empire-wide. It would be a drag to reconnect them all the time when you start to build units or wonders to make it optimal. It would be the governor hell all over again.
Thanks, missed that bit.

I could see some resources going obsolete (everyone has it/ it’s not used anymore), and other one’s moving from empire to city.
Instead of giving + combat str to cavalry, the horses give +food to farms and pastures and +production to mines and mills at the city they are given to.
 
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