What's the pro of having resources not shared among cities ?

I think this system is meant to be a passive act. The department of luxury resources, as the devs call it, is a nice way to put it. But, i'm pretty sure we'll some mods and even an official patch (or through a DLC) to expand on that system.

I wouldnt want to be able to micro manage every lux. It would be tedious to say the least, or if not tedious, too time consuming to adjust every time a city grows. Imagine doing this after a conquest of 8/10 cities. Damn.

But, i'd want to see a prioritize UI. In which i could define cities to be kept happy before any other city. This would be rather simple to use, and pretty efficient to give some room for action to the players.
 
Right, I forgot they automatically reorganize. So which ones you have shouldn't matter. Just remember that getting a brand new resource will always be useful, and getting a new copy is only useful for helping some cities. If you have enough cities and people it shouldn't matter though.

It would be good to trade away your second copy for a brand new lux with another civ, if your last copy is used by less than 4 cities.
 
It would be good to trade away your second copy for a brand new lux with another civ, if your last copy is used by less than 4 cities.

A brand new copy is always better than a 'extra copy' because a brand new copy can do everything a duplicate can do... and more.


If I have 5 unique luxuries with 2 copies each (40 total amenities), the most amenities any one city can get are 5... if one city needs 6 and my 10 other cities only need 1 my extra amenities are useless...(the one city will still be unhappy)

On the other hand if I have 10 unique luxuries I still have 40 total amenities, but I can put as many as 10 of them in any one city.

Basically the bigger your cities are (and the more of a warmonger you are) the more unique luxuries you need.
 
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