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Resource is one of the special commodities in Civilization VII and its expansions that appears in limited quantities on the map. As in all Civilization games, Resources are essential to an empire's development and are an important reason to seize and hold territory. There is a limit of one Resource per tile.
Mechanics[]
Resources are obtained by founding
Settlements near them and placing
Tile Improvements on top of them. Once improved, Resources either provide empire-wide bonuses or contribute yields when assigned to a specific Settlement, depending on their type.
Additional sources include:
Economic
City-States Suzerainty - can provide you a Resource as a befriending reward, only one copy can be obtained. (e.g., during the Antiquity Age, they provide
Lapis Lazuli with the Gemstone option).
Trading - grants
Gold per turn for the destination empire and a copy of every Resource in the destination
Settlement to the origin empire.
Trade Routes can be established via the Merchant.
Beyond their direct benefits, resource tiles also grant adjacency bonuses to
Science and
Production Buildings. However, no Buildings or
Wonders can be constructed on these tiles, requiring players to carefully consider both the value and location of each resource to maximize their benefits.
Resource management[]
Unlike previous Civilization games, where
Resources universally affected an entire empire, most Resources in Civilization VII must now be assigned within individual
Settlements. Each Settlement has a limited number of
Resource slots, which determine how many Resources can be assigned there.
Once slotted, Resources can be reallocated to any Settlement within the
Trade Network, allowing for strategic redistribution between Settlements. However, reassignment is only possible when acquiring a new Resource or when a Settlement gains additional Resource Slots, reinforcing the importance of thoughtful Resource management.
Resource Capacity[]
Resource Capacity starts by default at 1 slot for a
Town, 2 for a
City, and 4 for the
Capital. However, Capacity can be expanded primarily by constructing
Buildings or researching
Technologies. The following is a list of gameplay elements that increase the number of Resource slots in a Settlement:
Buildings:
- Department Store — +1 slot
- Factory — +1 slot
- Lecture Hall — +1 slot
- Lighthouse — +2 slots
- Market — +1 slot
- Port — +2 slots
- Wharf — +2 slots
Wonders:
- Colossus — +3 slots
- Monks Mound — +4 slots
- Tomb of Askia — +2 slots
Unique Civics:
- Cah-nah-ha — +2 slots in the
Capital - Chartered Companies — +1 slot in
Settlements with a Port - Jingol — +1 slot in
Towns - Lijia II — +2 slots in the
Capital - Miyaska Latoweki II — +1 slot in the
Capital per allied
City-State - Nagaram II — +2 slots in the
Capital - Periplus of the Erythraean Sea — +1 slot in
Settlements on Coast or Rivers - Wisdom of Tanit II — +3 slots in the
Capital
- Cah-nah-ha — +2 slots in the
City-State bonuses:
Stockpiles — +2 slots in the
Capital
Factory System — +1 slot in
Settlements with a Factory
- Other:
Camels — +2 slots- Commodities
Social Policy — +1 slot per
City - Factory Town focus — +1 slot
Attribute Points — +1 slot in
Cities, or +2 slots if you have 3 or fewer Cities. +1 slot in
Towns.- Songhai unique ability — +2 slots in
Cities on Navigable Rivers.
Type of resources[]
Resources in Civilization VII are divided into three categories:
Bonus Resources — can be assigned to any
Settlement and provide flat yields (e.g.,
Cotton provides +2
Food and +2
Production).
City Resources — can only be assigned to
Cities, but they provide more advanced bonuses (e.g.,
Silk provides +10%
Culture).
Empire Resources — do not need to be assigned and serve as a permanent passive benefit when acquired. They affect their owner's entire empire and all of its
Settlements (e.g.,
Ivory provides +10%
Production towards
Wonders placed in Tropical, Plains, and Desert terrain).
Additionally, there are two new types of Resources that are only relevant in a specific Age:
Treasure Resources (Exploration Age) — spawn in Distant Lands, which are islands in the middle of the ocean or the overseas continent on the opposite side of the map. When they are connected to a coastal Settlement, a Treasure Convoy will appear after a set number of turns. Bringing (or stealing) the Treasure Convoy back from the Distant Land will earn the player some
Gold and progress along the
Treasure Fleet Legacy Path proportional to the number of Treasure Resources the Distant Land Settlement controls.
Factory Resources (Modern Age) — provide empire-wide effects but must be placed in a Settlement with a Factory. Each Factory can only house one type of Factory Resource. If the Factory is connected by the Rail or Port network back to the
Capital, the Factory will contribute to the
Economic Railroad Tycoon legacy path every turn.
Resources over the ages[]
After each Age transition, the effect of
Resources rarely stays the same. Some Resources will become better, worse, or be completely obsolete. New ones will be discovered, and some will have their category shifted, with their effects radically changing based on their historical significance:
Iron - provides extra
Combat Strength to
Infantry Units in the Antiquity and Exploration Ages, and becomes obsolete in Modern Age.
Silk - provides a percentage bonus to
Culture in the Antiquity and Exploration Ages, shifting to a flat
Culture bonus in the Modern Age.
Salt - increases
Production toward training
Units in the Antiquity Age but becomes obsolete in the Exploration Age.
Niter - is discovered in the Exploration Age and provides extra
Combat Strength to
Siege and
Naval Units, shifting to
Ranged and siege units in the Modern age.
Rubber - is discovered in the Modern Age and provides extra
Combat Strength to infantry and
Air Units.
Ivory - initially an
Empire Resource, becomes a
Bonus Resource in the Exploration and Modern Ages. It takes over
Wool's role by providing a flat
Production and
Happiness bonus.
Marble - takes over the role of
Wonder construction bonuses for all terrain in the Exploration and Modern Ages.
Horses - initially an
Empire Resource, becomes a
Bonus Resource in the Modern Age. It takes over
Dyes's role by providing a flat
Happiness bonus.
Gold and
Silver - act as
Treasure Resources in Exploration Age, return to normal in Modern Age.- Some
Bonus and
Treasure Resources - are turned into
Factory Resources in the Modern Age, since they can be mass produced.
Note that not all adapting Resources are listed here, but the above cover the majority of dynamic Resources in the game.
Synergies[]
Certain leaders and civilizations have synergy with
Resources:
- Hatshepsut gains
Culture for every imported Resource. - The Aksumite civilization gains increased
Gold on Resources. - The Mississippian civilization's
Buildings all receive a
Food adjacency bonus for Resources. - Carthaginian Numidian Cavalry gains +1
Combat Strength for each unique
City Resource slotted in the
Capital.
List of resources[]
Videos[]
Resource management is a gold mine in -Civ7 ⛏️
Resources Gameplay
See also[]
- Resource in other games
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