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|'''Jade''' |
|'''Jade''' |
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|Mine |
|Mine |
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|<nowiki>+1 Production from Mine</nowiki> |
|<nowiki>+1 Production from Mine</nowiki> |
Revision as of 11:37, 3 October 2016
Resources are special commodities found in limited quantities on the map. When a resource is "worked" via a tile improvement, it provides a bonus for your city. Bonuses vary from increased tile yield (production, food, etc.), a strategic resource for military, or by providing Amenities for your civilization.
Resources are split into 3 different types; Bonus Resources just improve basic tile yields and can be boosted with tile improvement and may be required for certain wonders i.e. Stonehenge is required to be built next to Stone, Strategic Resources also provide improvement to tile yields but when improved they provide a quantity of resources that allow you to build certain units i.e. Horseman require Horses (use 1 per unit) and Iron for Swordsman (use 1 per unit) and finally there are Luxury Resources that provide the improve tile yields but more importantly the bonus +1 to a cities Amenities - this is a "local Happiness" modifier that cities need in order to continue to grow and produce efficiently.
Tile improvements are are unlocked with Technology apart from farming which is available from the start of the game. Animal Husbandry unlocks Pastures and Camps, Mining unlocks Mines and Quarries, Irrigation unlocks Plantations, Sailing unlocks Fishing Boats. All these actions take 1 builder charge and are built instantaneously. Improving Tiles (on resources or on base tiles) increases housing by 0.5 in all instances thereby incentivising improvement and city spacing to get larger cities.
An alternative to building Tile Improvement is to use the builders charge to harvest the resource, this gives a one time large bonus resource (of the type the resource improves the base tile i.e. harvesting rice will generate food) and remove the resource feature from the map permanently, with the focus of Civ 6 on tile management and tile placement rules - it may be necessary to harvest a resource in order to gain a benefit if another district or wonder may need to be built there. Confirmation needed: If a district or wonder is placed over a resource without harvesting the resource is removed and nothing is gained by the player.
Repairing pillaged tiles does not use a builder charges.
Bonus Resources
Resource | Base Yield Modifier | Improvement | Notes |
---|---|---|---|
Bananas | +1 Food | Plantation | +1 Gold with Plantation, harvest for 25 Food |
Copper | +2 Gold | Mine | +1 Production from Mine |
Cows | +1 Food | Pasture | +1 Production with Pasture |
Crabs | +2 Gols | Fishing Boat | +1 Food with Fishing Boat |
Deer | +1 Production | Camp | +1 Gold with Camp |
Fish | +1 Food | Fishing Boats | +1 food with Fishing Boat |
Rice | +1 Food | Farm | +1 Food with Farms, harvest for 34 food |
Sheep | +1 Food | Pasture | +1 Production with Pasture |
Stone | +1 Production | Quarry | +1 Production from Quarry |
Wheat | +1 Food | Farm | +1 Production from Farms |
Strategic Resources
Resource | Enables | Base Yield Modifier | Improvement | Notes |
---|---|---|---|---|
Horses | Cavalry units | +1 Production +1 Food? | Pasture | Tech not required to see. +1 Production with Pastures. need 2 Horses to build cavalry (only 1 with Encampment) |
Iron | Knight | +1 Science | Mine | revealed with Bronze Working, +1 Production from Mines |
Nitre | Musketmen | Mine | Revealed by Gunpowder | |
Oil | Oil Well, Offshore Platform |
Luxury Resources
Luxury resources are commodities highly prized by citizens, and thus grant Amenities. Most must be claimed by an empire's city borders, while some are exclusively obtained via suzerainty with certain city-states. Confirmation needed: Luxury resources (unlike Civ 5) only provide +1 Amenities for a limited number of cities (4 cities to be precise) therefore larger/Wider empires (5+ cities) need to have more copies of a luxury resource in order to provide amenities for all their cities. i.e. an wide empire of 5 cities and 3 copies of Mercury will need to keep 2 of them for the additional amenity to apply to all of them and can trade the 3rd).
Resource | Base Yield Modifier | Improvement | Notes |
---|---|---|---|
Cinnamon | Available only from Zanzibar | ||
Citrus | Plantation | +1 Gold with Plantation | |
Cloves | Available only from Zanzibar | ||
Cocoa | +3 Gold | Plantation | +1 Gold with Plantation |
Coffee | +1 Culture | Plantation | +1 Gold with Plantation |
Cotton | +3 Gold | Plantation | +1 Gold with Plantation |
Dyes | Plantation | +1 Gold with Plantation | |
Furs | Camp | +1 Gold with Camp | |
Gems | +3 Gold | Mine | +1 Production from Mines |
Gypsum | Mine | +1 Production from Quarry | |
Ivory | Camp | +1 Gold with Camp | |
Jade | +1 Culture | Mine | +1 Production from Mine |
Marble | +1 Culture | Quarry | +1 Production from Quarry |
Mercury | +1 Science | Mine | +1 Production from Mines |
Pearls | Fishing Boats | +1 food with Fishing Boat | |
Salt | Mine | +1 Production from Mines | |
Silk | Plantation | +1 Gold with Plantation | |
Spices | Plantation | +1 Gold with Plantation | |
Sugar | Plantation | +1 Gold with Plantation | |
Tea | Plantation | +1 Gold with Plantation | |
Tobacco | Plantation | +1 Gold with Plantation | |
Truffles | Camp | +1 Gold with Camp | |
Whales | Fishing Boats | +1 food with Fishing Boat | |
Wine | Plantation | +1 Gold with Plantation |
Civilization VI [edit] | |
---|---|
Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |