Truffles?

Too bad Tobacco wasn't chosen instead, I can see Salt along with making already existing :c5food: commodities but Truffles is so out of left field tbh.
 
Yes, at least for now. It's weird since they worked so hard with all those units and features to make the Steampunk scenario unique. It wouldn't hurt throw a few random names at the city-states...
 
So all the new resources are luxuries? Are they going to double the amount of unhappiness one can accrue to offset all the new faith and resource bonuses one can obtain?

Besides, I think luxuries should be a little more unique than providing +4 happiness. Salt should also give you a production bonus when a gunpowder workshop is built, or some other building. Copper should give a a bonus for a forge built. That would add a bit more selectivity in terms of which resources you'd prioritize, as opposed to grabbing whatever luxury obtainable.
 
So all the new resources are luxuries? Are they going to double the amount of unhappiness one can accrue to offset all the new faith and resource bonuses one can obtain?

Besides, I think luxuries should be a little more unique than providing +4 happiness. Salt should also give you a production bonus when a gunpowder workshop is built, or some other building. Copper should give a a bonus for a forge built. That would add a bit more selectivity in terms of which resources you'd prioritize, as opposed to grabbing whatever luxury obtainable.

There's nothing to say that isn't the case. Currently Wine helps monastaries and Gold helps Mints, for example.
 
Salt should also give you a production bonus when a gunpowder workshop is built, or some other building.

Huh? Salt is not the same as saltpetre, which is one of the components of gunpowder. I would imagine salt's bonus (if there is one) would be food-based, since its main use is as a preservative.

Why not Lithium then, for modern batteries and Rare Earth Metals for high-efficiency electronics? Those are luxury resources for the modern age. Actually, now that I'm thinking about it REM's should be a modern/future era strategic resource, required for windmills and solar plants.

One of the key things about luxury resources (as opposed to, say, strategic resources) is that they are relevant (and visible) for the whole game. I don't think it makes much sense to have luxuries that only appear in the very late game.

Besides, it's hard to think of rare earths as being in the same category as actual luxuries. As you say, they're surely more strategic than anything else, since computers and electronics are absolutely not just luxuries in the modern world. It's just hard to find a relevant role for them in game.

As a rule, I think strategic resources should be minimised. They're there to add some extra competition on the map, and to limit the more powerful units and buildings. If there are too many, they'd either be a serious limit on what you could produce without aggressive expansion, or ubiquitous enough so as to be redundant (as with the example of, say, a "wood" resource).
 
So all the new resources are luxuries? Are they going to double the amount of unhappiness one can accrue to offset all the new faith and resource bonuses one can obtain?

This is a good question. What are the doing to counterbalance all of the extra happiness that were are going to get? I know (or hope) that they do NOT increase the density of resources, but there are still extra ways of increasing happiness (which is usually one of the best neutralizers in the game for human players).
 
Moderator Action: Just to note, if you wish to engage in an off-topic discussion about drugs, please do so in one of our off-topic forums. Please keep points here relevant to the topic.
 
The key thing i see this doing is autofixing diplomacy through existing methods.

If resource density remains constant, adding more variation to resources creates more overall happiness from world resources while keeping regional happiness bonuses constant; there are only so many resources in one area, but other areas will have less duplicate resources.

This means trading with AI civs will be a much more important and accessible method for boosting happiness (at least temporarily until you can neutralise it). AI = happier when you trade with it.

The key reason to trade for resources is if you've expanded (usually militarily) beyond your happy means. Since the AI doesn't trade with you so much if you're a warmongerer i think this expands on what was theoretically a clever trade off.

Very exploitable for a wide empire with millions of trading posts though. Maybe the new trading posts are to counterbalance this?
 
Huh? Salt is not the same as saltpetre, which is one of the components of gunpowder. I would imagine salt's bonus (if there is one) would be food-based, since its main use is as a preservative.

Ya whoops... but nonetheless, what are luxuries useful for outside of happiness? What is the difference obtaining spices as opposed to sugar? It's all the same... +4 happiness.

I don't know the details. Does Marble specifically enhance wonder production? More luxuries need multipliers with a building or a tech, and the improvement itself should provide unique bonuses. If Copper is enhanced by a forge, salts by a granary, then the resources become more unique. They do not have to sepcifically be either a bonus or luxury, but right now there appears to be no new bonus resources, which is a bit of a head scratcher.
 
Ya whoops... but nonetheless, what are luxuries useful for outside of happiness? What is the difference obtaining spices as opposed to sugar? It's all the same... +4 happiness.

I don't know the details. Does Marble specifically enhance wonder production? More luxuries need multipliers with a building or a tech, and the improvement itself should provide unique bonuses. If Copper is enhanced by a forge, salts by a granary, then the resources become more unique. They do not have to sepcifically be either a bonus or luxury, but right now there appears to be no new bonus resources, which is a bit of a head scratcher.

I think marbloe is a 15% bonus to wonder prodcution. I will create a religion dedicated to its worship as the Egyptians.

I'm all for extra bonuses, but with more unique attributes comes creater disbalance. Unless they get it right i'm happy sacraficing a bit of differentiation for good balanced gameplay.
 
And make it provide a happiness bonus if in the possession of the Netherlands. :mischief:

Or create a new policy, drug legalization which would provide a happiness bonus to certain resources, ie. hemp.
I would say that it would probably fit best in the freedom tree.
 
Can someone tell me what the tile bonuses are for marble, stone, silver, and gold... with and without improvements? I don't know where to find that info and I haven't played vanilla in forever.
 
Or create a new policy, drug legalization which would provide a happiness bonus to certain resources, ie. hemp.
I would say that it would probably fit best in the freedom tree.

...why does this thread keep veering in the direction of drug policy? :lol:
 
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