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Jarouik
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Helsinki, Finland, EU
Dec 2000 time: 07:14
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quote: 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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Henrik
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The European Union, Sweden, Lund
Dec 2000 time: 06:14
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quote: 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
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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:14
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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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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:14
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quote: 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?
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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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