Hellenism Salesman
Emperor
The Distant Lands mechanic serves as a means to create in-game Columbian Exchanges between the old and new worlds. The Economic Legacy Path of the Exploration Age is meant to model European colonization of the New World for trade.
There's just one problem. Europeans didn't just colonize the New World.
In fact, many of the Treasure Resources are from the Old World. Spices and Tea are from South-Southeast Asia and East Asia respectively. A vast portion of Cocoa is found in Africa. And of course, Gold and Silver can be found in the Old World, but only one spawns there. What's the deal?
Why are Treasure Resources limited to the Distant Lands when many of them existed on the real-life Old World? Why is there an ocean-sized divide keeping my civilization from a Treasure Resource, rather than it simply being located on a far-away corner of my existing continent? Why does Home Land trade become irrelevant in the Exploration Age when the purpose of the real-world exploration during that time was to bolster it?
It just doesn't make sense. As a result, Firaxis ought to make this simple fix: let Treasure Resources spawn in the Home Lands! Improve those resources in your Settlements, build a Fishing Quay, and soon enough Treasure Fleets will begin spawning like before.
Wouldn't this trivialize the Economic Legacy Path? I don't think it would. During the period of time where you have Shipbuilding researched and your Treasure Fleets are actively spawning, it is far easier to have Settlements on the nearby strip islands (Distant Lands!) than it would be to circle your ships around an entire continent. Would this make the Legacy Path complete too quickly? Nope, not if you still have to research Shipbuilding before your Treasure Fleets can spawn.
There are some broader concerns, however. By putting randomly spawning Treasure Resources on the lands you're already inhabiting, couldn't that result in one player getting a lucky monopoly on the resources? It absolutely could, which is why the resource spawning should work in one of two ways:
(I am aware that each player having their own set of Treasure Resources could lead to some serious confusion over who wants who. This could be resolved with a panel or graphic on the Resources and/or Diplomacy screens. I also understand that this would change the way Merchants operate due to Treasure Resources not making Settlements eligible for trade routes- that's a topic for another day.)
Will Firaxis ever do any of this? No, almost definitely not! But it'd be pretty cool if this was in the game.
There's just one problem. Europeans didn't just colonize the New World.
In fact, many of the Treasure Resources are from the Old World. Spices and Tea are from South-Southeast Asia and East Asia respectively. A vast portion of Cocoa is found in Africa. And of course, Gold and Silver can be found in the Old World, but only one spawns there. What's the deal?
Why are Treasure Resources limited to the Distant Lands when many of them existed on the real-life Old World? Why is there an ocean-sized divide keeping my civilization from a Treasure Resource, rather than it simply being located on a far-away corner of my existing continent? Why does Home Land trade become irrelevant in the Exploration Age when the purpose of the real-world exploration during that time was to bolster it?
It just doesn't make sense. As a result, Firaxis ought to make this simple fix: let Treasure Resources spawn in the Home Lands! Improve those resources in your Settlements, build a Fishing Quay, and soon enough Treasure Fleets will begin spawning like before.
Wouldn't this trivialize the Economic Legacy Path? I don't think it would. During the period of time where you have Shipbuilding researched and your Treasure Fleets are actively spawning, it is far easier to have Settlements on the nearby strip islands (Distant Lands!) than it would be to circle your ships around an entire continent. Would this make the Legacy Path complete too quickly? Nope, not if you still have to research Shipbuilding before your Treasure Fleets can spawn.
There are some broader concerns, however. By putting randomly spawning Treasure Resources on the lands you're already inhabiting, couldn't that result in one player getting a lucky monopoly on the resources? It absolutely could, which is why the resource spawning should work in one of two ways:
- The Treasure Resources are equally distributed across the continent, preventing any one player from amassing more than a handful.
- Different players have different Treasure Resources. The way this would work is that Jose Rizal leading the Majapahit wouldn't find Spices exotic or rare at all- they would appear as an ordinary City, Bonus, or Empire Resource to him. However, Isabela leading the Spanish has no Spices whatsoever- they are a Treasure Resource for her!
(I am aware that each player having their own set of Treasure Resources could lead to some serious confusion over who wants who. This could be resolved with a panel or graphic on the Resources and/or Diplomacy screens. I also understand that this would change the way Merchants operate due to Treasure Resources not making Settlements eligible for trade routes- that's a topic for another day.)
Will Firaxis ever do any of this? No, almost definitely not! But it'd be pretty cool if this was in the game.