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  • Resources/Specials/Production

    Okay, we already know that resources are in, and that colonies bring resources to an empire.

    What AFAIK hasn't been said is whether or not "special" squares are still in the game. Y'know the ones that increase the food/production/trade of a square? Do resources take their place? And finally, do resources within city limits boost f/p/t?
    I'm consitently stupid- Japher
    I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

  • #2
    It seems to me from the game maps we've seen that special resources are still there, in particular tiles (the little horses on plains, iron in mountains, etc.): the difference is that they now benefit not only a single city (or colony), but also every other city linked by road or rail.
    Ilkuul

    Every time you win, remember: "The first shall be last".
    Every time you lose, remember: "The last shall be first".

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    • #3
      hey ben,

      i gotcha covered on this one

      im not sure WHERE i read it, but i know for a fact that i read that special resources (the same ones you can trade to other civs and whatnot) have increased food/prod/trade for THE CITY IT IS IN , and if that city is on the "trade route" (road/rail going back to capital, the other cities also recieve a benefit of it (i assume a fraction of the city touching it)
      "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
      - Ender, from Ender's Game by Orson Scott Card

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      • #4
        Originally posted by UberKruX
        im not sure WHERE i read it, but i know for a fact that i read that special resources (the same ones you can trade to other civs and whatnot) have increased food/prod/trade for THE CITY IT IS IN , and if that city is on the "trade route" (road/rail going back to capital, the other cities also recieve a benefit of it (i assume a fraction of the city touching it)
        I think the point here is that, just as in Civ 1 and 2, the special resource squares will most probably provide you with the appropriate food/production/trade bonuses, if you have a city worker assigned to that tile. In this way, the special squares are in the game just as before - I don't see why Firaxis would have removed the extra production coming from these squares.

        In addition, however, a special resource square (I don't know if this applies to all of the special squares, such as buffalo/pheasant/whatnot) will provide you with a single commodity such as oil etc., which will be available to all the cities connected to the square by road - you do not need to have a worker assigned to this square, and neither does it have to be inside your city radius, the square just has to be inside your civs borders or you have to have a colony built on it. I do not think this special resource availability has anything to do with the standard food/production/trade which a city gets from working the square - this is something Ilkuul and UberKruX got mixed up with, I think...

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        • #5
          Originally posted by Jarouik
          I think the point here is that, just as in Civ 1 and 2, the special resource squares will most probably provide you with the appropriate food/production/trade bonuses, if you have a city worker assigned to that tile. In this way, the special squares are in the game just as before - I don't see why Firaxis would have removed the extra production coming from these squares.

          In addition, however, a special resource square (I don't know if this applies to all of the special squares, such as buffalo/pheasant/whatnot) will provide you with a single commodity such as oil etc., which will be available to all the cities connected to the square by road - you do not need to have a worker assigned to this square, and neither does it have to be inside your city radius, the square just has to be inside your civs borders or you have to have a colony built on it. I do not think this special resource availability has anything to do with the standard food/production/trade which a city gets from working the square
          This is my impression too
          No Fighting here, this is the war room!

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          • #6
            Hi Thebun

            I remembered seeing it written down somewhere that some special resources (wheat is the only one I am aware of) does increase the resources within the city. If you have a city lying within reach of wheat, you gain a food bonus on that square. I don't know how this will apply to other resources though.
            Speaking of Erith:

            "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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            • #7
              Of what I'd like to have clarification is how resources and shields will function. My impression is that it will be as in civ2, in which you'll require ell-embracing shields, except for certain units (and structures?) who'll require a special resource. Besides to that, certain resources will also affect happiness.

              Correct, or will resources have a larger, more basic function in the game?

              I had hoped resources would replace shields totally and that there would also be a 'procession level', as in imperialism or colonisation, but judging from pics, shields are still in.
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              • #8
                I pretty sure on this, but I think the whole idea of this thread comes from a Firaxis post in one of the "colonies" threads in the past month or so. In it, standard production (trade, food, or shields) bonuses were said to be given for special resources found within a city radius, just as in Civ2. However, no bonus besides the luxury/production (iron for legions) bonus was given for colony resources, they only benefit towns connected by roads indirectly. Firaxis Dan mentioned that colonies were really mobile pop points, such that I don't think the home city of the colony gets any greater bonus from resources.

                Again, this is just my impression of recent announcements, not known facts

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                • #9
                  Re my previous post, is anyone at least willing to say: "yes, that's how production will function in civ3." ?
                  DISCLAIMER: the author of the above written texts does not warrant or assume any legal liability or responsibility for any offence and insult; disrespect, arrogance and related forms of demeaning behaviour; discrimination based on race, gender, age, income class, body mass, living area, political voting-record, football fan-ship and musical preference; insensitivity towards material, emotional or spiritual distress; and attempted emotional or financial black-mailing, skirt-chasing or death-threats perceived by the reader of the said written texts.

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                  • #10
                    Originally posted by Colon
                    Of what I'd like to have clarification is how resources and shields will function. My impression is that it will be as in civ2, in which you'll require ell-embracing shields, except for certain units (and structures?) who'll require a special resource. Besides to that, certain resources will also affect happiness.

                    Correct, or will resources have a larger, more basic function in the game?
                    Sounds about right to me, thats pretty much the impression I have. However, as time goes on, units (hopefully buildings too) will require several resources, not just one, adding more depth, ie. trade wars.


                    Maybe we'll also get glue factories so that horses are still useful after the automobile is discovered

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                    • #11
                      "Special" squares should be included, they were extremely useful in the game when you wanted to create a large city.

                      However- in the scenario editor, one should be able to place the special squares instead of having them be randomly assigned.
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                      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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