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By Ginger_Ale at 2008-10-08 08:10
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Colonization is, at its core, a game that emphasizes resource production and management. Its economic system focuses on harvesting raw resources and converting them into finished goods: for example, putting weavers to work, turning abundunt cotton into more profitable cloth. These resources and goods can then be bought and sold in Europe and with the natives, creating an incentive for players to produce not only a large quantity of goods, but ones of high quality too.
Each city can contain its own supply of specific resources in its warehouse (the default amount of goods at Normal speed is 100 of each). As settlements produce goods, wagon trains can carry them to sea ports, where ships can transport them to Europe. The market, particularly for some items like silver, is sensitive to rapid fluctuations in supply, causing demand to drop if the market is flooded with an excess of one good: thus, a diverse economy focusing on finished products is destined to be the most profitable. The table below outlines the available resources and average prices.
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By Ginger_Ale at 2008-03-26 20:55
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Civilization III introduces two new new resource types, luxury resources and strategic resources, in addition to the bonus resources in Civilization II. Luxury resources are goods that improve the happiness of your cities.Strategic resources are needed to make certain military units (iron, for example, is needed to make the Swordsman or Roman Legion units). Bonus resources are resources like gold that simply produce extra food, commerce, or shields.Resources can be depleted, although it doesn't happen often. You can trade any excess resource with other Civs.
There are 25 different resources in Civ3:
- Strategic Resources(8)
- Luxury Resources (8)
- Bonus Resources (6)
Strategic Resources (8):
Legend:
F/S/C: Food/Shield/Commerce
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By VoiceOfUnreason at 2005-11-27 22:51
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Contents:
Introduction
Terrain Values- The Basics about Terrain
- Base Terrain and Terrain Features
- Cumulative Tile Values
Worker Improvements- The Basics about Workers
- Basic Worker Actions
- Worker Turns for Improvements
- Terrain Specific Improvements
- Base FPC Values for Improvements
- Other things to note about Improvements
- Chopping Forests
- How Terrain Modifies Improvements (detailed charts)
Resources and Improvements- The Basics about Resources
- Resource Improvements
- Added Bonuses Through City Improvements
- Resources and Terrain Types
City Placement- The Basics about City Placement
- Resource Bonuses for Cities
- Other Important Factors when Placing a City
Miscellaneous- How Civics and Traits effect FPC
- Links to related guides
[B]Downloads for pdf and text vers
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