1. There are 2 types of resources: Named resources (strategic and luxury) and Unnamed Terrain Resources (say timber from worked forest tiles)
2. Named Resources are quantified by the rate at which they are available, rather than their total quantity. Come to think of it this is already the way Unnamed Terrain Resources work.
3. Slightly offtopic, but mentioned here: The production of shields in a city is partially informed by the availablity of Unnamed Terrain Resources at a rate dependent on the terrain and the governing improvement but this is at limited rate. ie. Important in the start game, less so later. The other source of production shields not tied to the working of tiles is determined by population not assigned elsewhere in conjunction with improvements.
To rephrase: exactly like traditional civ but production shields produced by labourers or factories etc are not tied to the city's worked terrain as a multiple or percentage increase. Thus working terrain like forests might be very important at the start of game, with limited population and improvements, and dramatically less so later.
4. The only intersection between city production and named resources is in the building of units or improvements that require it.
5. Additionally, cities can funnel production into making manufactured luxuries for local, national or international disposal.
2. Named Resources are quantified by the rate at which they are available, rather than their total quantity. Come to think of it this is already the way Unnamed Terrain Resources work.
3. Slightly offtopic, but mentioned here: The production of shields in a city is partially informed by the availablity of Unnamed Terrain Resources at a rate dependent on the terrain and the governing improvement but this is at limited rate. ie. Important in the start game, less so later. The other source of production shields not tied to the working of tiles is determined by population not assigned elsewhere in conjunction with improvements.
To rephrase: exactly like traditional civ but production shields produced by labourers or factories etc are not tied to the city's worked terrain as a multiple or percentage increase. Thus working terrain like forests might be very important at the start of game, with limited population and improvements, and dramatically less so later.
4. The only intersection between city production and named resources is in the building of units or improvements that require it.
5. Additionally, cities can funnel production into making manufactured luxuries for local, national or international disposal.
I think that Factories should convert "raw unnamed resources" to "processed unnamed resources". Some units require "processed unnamed resources" instead, so you need factories to build that stuff.
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