=============================================================================== = = = CIVILIZATION IV = = ------------------ = = Resource FAQ = = ~ = = Written by Scottie_theNerd (scottie_thenerd@yahoo.com) = = Copyright (c) 2008 David Nguyen = = Version 1.00 = = = =============================================================================== This guide is written by David Nguyen (a.k.a. Scottie_theNerd), Should this FAQ be hosted on any site other than GameFAQs (www.gamefaqs.com), permission from me is greatly preferred. The following sites have permission to host this guide: -GameFAQs (www.gamefaqs.com) -NeoSeeker (www.neoseeker.com) -Supercheats (www.supercheats.com) -1up.com (www.1up.com) -DHL.net (http://dhl.net) After years of creating FAQs and seeing people put them up on various sites -- public and personal -- I honestly don't care too much about people asking. It's courteous to ask before uploading, but as long as you at least credit the author, I don't find anything seriously wrong with it. FAQs are meant to be shared for the benefit of gamers everywhere, and the more people who gain access to it, the better. But it doesn't hurt to give thanks to the generous souls who put together such resources. *~*~*~*~*~*~*~*~*~*~*~*~* TABLE OF CONTENTS *~*~*~*~*~*~*~*~*~*~*~*~* To use the index codes for quick navigation, open the search function in your browser (CTRL + F) and copy/paste the index code. This will take you directly to the desired section. 1.0 - Introduction........................[CV100] 1.1 - Basics...........................[CV101] 1.2 - Changes from Civ3................[CV102] 2.0 - Resource List.......................[CV200] 2.1 - Strategic Resources..............[CV201] 2.2 - Luxury Resources.................[CV202] 2.3 - Food Resources...................[CV203] 2.4 - Other Resources..................[CV204] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 1.0 - INTRODUCTION [CV100] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Sid Meier's Civilization IV was a huge evolution of the series. While the heart of the game hasn't changed that much, the graphical updates and the new user- friendly interface has made the game more accessible to players, and overall the game is easier for most players to handle while preserving the challenge and difficulty for more seasoned players. One of the improved aspects of the game is Resources. Resources aren't new to the series, but there are many new types of resources, and each have different effects and roles in the game. To succeed in the game, players must carefully exploit resources -- often by forceful means -- though resources perhaps play a less significant role as they did in Civilization III. The purpose of this guide is to provide players with not only a quick reference for Resources and their effects, but also provide a strategic overview on the value of resources and how a player might use them to progress through the game. This is by no means an exhaustive strategy guide to the entire game, but rather it is a critical description of an essential aspect of the game. =============================================================================== 1.1 - Basics [CV101] =============================================================================== For veterans of the series (or at least Civ III), resources won't be so surprising. If Civ IV is the first game you've played, you're probably thinking "Whoa! Cows! Sugar! Where do i find uranium lolz?" Digression aside, resources are fairly straightforward to deal with, but may be tricky to grasp if you're not paying attention to the game's extensive help files. This section will provide details on the basic gameplay mechanisms concerning resources. ---------------- Resource Types ---------------- Resources look similar on the world map, but there are three distinct types of resources: - Strategic Resources: Needed to build certain units or buildings. - Luxury Resources: Provide happiness bonuses. - Food Resources: Provide health bonuses. Many resources will also provide a Commerce bonus. Suffice to say, all three types are very important in the running of your empire. Without access to resources, you will be unable to train your best units; your people will be unhappier; and you will suffer from unhealthiness. If you provide sufficient access to resources for your empire, you will be strong and prosperous. -------------------- Locating Resources -------------------- When you start a new game, you might find some odd-looking terrain squares with things like cows, wheat and dye. Hover your mouse over these tiles to find out what the resource is. Note that certain resources only appear on specific terrain. Don't expect to find whales in the middle of a desert; or pigs in the tundra. Resources can be seen on any explored portion of the map. If you're having trouble locating them, you can toggle the Resource Icon in the bottom-right corner of the screen, above the minimap. This will tag all resources with a large icon showing which resource it is. These tags remain visible if you zoom out, allowing you to quickly locate resources in and outside of your empire. Note that most resources will not be shown immediately after the game begins. As you discover more technologies, you will gain access to more resources on the world map. For example, when you discover Animal Husbandry, horses will appear on the world map. Sometimes a resource may appear on a tile you have already developed, so you may need to redevelop the tile to properly exploit it. Don't expect to be building offshore oil platforms when you haven't learnt how to make a fire. -------------------------- Obtaining Your Resources -------------------------- Once you locate a resource, you have to send Workers out to it in order to make it accessible to your empire. To make a resource available for your empire's use, you need to do the following: 1. The resource must be within your borders. 2. Connect the resource to your cities by road/railroad. 3. Build the appropriate improvement. The game will not allow you to build resource-exploiting improvements on tiles that do not belong to you. Nor can you exploit someone else's resources. If you need to expand your boundaries so that you can reach resources, consider building a city nearby. You can build a city on top of a resource and still gain access to it, although you will not gain the bonuses from improving the tile, so it is usually more worthwhile to build cities away from resources, but close enough so that the borders will encompass the resource. Once improved, the resource is not accessible until you have connected it with your settled areas. The resource will be available to any city that is CONNECTED to it -- your cities will not automatically gain the resource unless it is part of your empire's network. That means by road, railroad, river, harbour or airport. If that confuses you, consider the following scenario: - Beijing is connected by road to a Horse pasture (i.e. improved tile). - Shanghai is not connected to Beijing. In this scenario, if the player wanted to create Horse Archers, they can only do so in Beijing -- Shanghai CANNOT train Horse Archers because it does not have access to the necessary resource. In order for Shanghai to train Horse Archers, it must be connected to Beijing. Rivers count as transportation networks, so cities located on the same river automatically share the resource. Settlements on different continents must be connected by a Harbor. Researching Flight and building Airports will also distribute the resource. Offshore resources (e.g. Fish, Whale) will be connected to coastal cities, but those cities will need land or air connections to share the resource with inland cities. Finally, a few notes: - Resources will appear when technologies are discovered. - Resources will never disappear. - You MUST build the right improvement to gain the resource. - Resources do not provide stacking bonuses (i.e. having access to two Banana tiles does not give you double the health). - Some resources require a different Tech to gather it. For example, Scientific Method will reveal Oil, but you need Combustion to build a Well. ---------------------------------- Getting Someone Else's Resources ---------------------------------- Reality check: chances are, you won't get every single resource you need. It happens in real life, and it happens in Civ IV. For that situation, you have three options: 1. Manage without the resource 2. Trade 3. Conquer Option #1 is the easy way out. You can live without every resource in the game -- surely you can do without a bit of extra health bonus, and your people can tolerate life without incense. But if you want to build nukes, and the closest patch of Uranium is in someone else's land, you'll need to get it somehow. Trade is the easier of the remaining options, but opposing civilizations are quite fussy on what to trade. If you are playing a single-player campaign, the AI players will require a certain level of friendship (through trading and other diplomatic agreements) before they are willing to trade resources. Resources they refuse to trade will appear in red in the diplomacy screen. Here are some guidelines on how AI leaders will treat resource-trading: - Leaders are more likely to trade resources if they like you more. - Leaders are more likely to trade surplus resources (i.e. they have more than one of that resource) - Resources can only be traded in return for payment per-turn (never a lump sum) or in return for another resource. - AI leaders will occasionally ask for your resources even if you only have one available. - Resource trading is continual unless the agreement is broken by either of the parties. If you trade away all of your own resource, you will lose the bonuses you originally gained from it. It is best to trade surplus resources instead of crippling your own economy. Also be wary of giving away crucial resources such as Oil and Uranium -- you probably don't want your potential enemies building up top-tier units. In the event that you can't trade for another civ's resource (either because they won't trade, or they haven't discovered it and you have), your only option is to take the resource for your own. You can do this in one of two ways: - Expand your boundaries through culture. - Capture enemy cities to claim territory. If the resource is near your borders, there's a strong chance that your borders will push the enemy borders back through cultural improvements. Any tile improvements, including resources, are given to you without having to do anything. If you conquer an enemy city, you will need to wait several turns for the anarchy to end before you can make use of your new territory. Whether you gained the resource from your own land or from your enemies', you might want to consider defending your vital resources with units. If you've only got one source of Oil, it would be a priority for you to defend it as much as you would a city. You wouldn't want your mighty Tanks to run out of gas, would you? =============================================================================== 1.3 - Changes from Civ3 [CV103] =============================================================================== If you've hopped over from Civilization III, you'll probably appreciate a brief list of what's different in Civ IV. Without further ado, here it is: - Resources no longer appear/disappear randomly. - Resources are far more common. - Tiles with resources must be improved to acquire resource. - Resources can now be found in ocean tiles. - Certain resource types increase production rate for certain buildings. - Many new resources. - Some resources, such as Rubber, have been removed. In general, Civ IV makes it easier for players to gain access to resources, and you can do fine without being a resource hog. While Civ3 games often placed you in scenarios where you were unlikely to find Iron or Coal for the duration of the campaign and you really had to fight for it (and Railroads were godly). *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 2.0 - RESOURCE LIST [CV200] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* This section will list the resources available in Civilization IV. The resources are divided according to their type (Strategic, Luxury, Food) and ordered alphabetically. Each entry will be formatted according to the following: NAME What the resource is called, obviously. Terrain : Where the resource can be found Requires : Required technology to reveal (only for Strategic Resources) Improvement : Necessary improvement to gather (and required Tech) Bonus : Food/Production/Commerce bonus (after improvement) Effects : Unit requirements, building speed bonuses, etc. Each resource will have additional comments based on their role in the game and how they can be managed to their full effect. =============================================================================== 2.1 - Strategic Resources [CV201] =============================================================================== Most Strategic Resources offer a +1 Production bonus. Additionally, possessing these resources will allow you to build more advanced units, such as Cavalry, Tanks and aircraft, and in some cases increase the production rate of certain buildings. These resources are probably the most important game-wise, since they provide the building blocks for an empire to rapidly increase its power. ALUMINUM Terrain : Hills Requires : Industrialism Improvement : Mine (Mining) Bonus : +1 Production (+3 Production/+1 Commerce) Effects : Required for Jet Fighter, Stealth Bomber, Modern Armor Halves production time of Space Elevator, SDI, Apollo Program Used in Spaceship components While discovered in mid-game, Aluminum is really only uesd for late-game units and projects. You might be able to get away without having Aluminum, but if you want the most powerful end-game units like Modern Armor, you'll definitely want to get it. Late units without Aluminum can still be very potent, especially Mechanized Infantry, but if your opponents are up to the same tech level as you, Aluminum is the make-or-break resource. COAL Terrain : Hills Requires : Steam Power Improvement : Mine (Mining) Bonus : +1 Production (+3 Production) Effects : Required for Ironclad Required for Railroads Required for Coal Plant Coal is one of those must-have resources for one reason: Railroads. Railroads aren't as uber as they were in Civ3, where they made tiles awesome, but Civ4 railroads provide production bonuses to certain improvements, and greatly reduce travel time. Ironclads are quickly outdated, but Coal Plants are the earliest provider of Power for your cities -- and the most unhealthy. Thankfully Coal is relatively common, so you probably won't need to fight over it too much. Coal's main use is to support the infrastructure rather than provide good units. COPPER Terrain : Hills, Grassland Requires : Bronze Working Improvement : Mine (Mining) Bonus : +1 Production (+3 Production) Effects : Used for some Ancient units. Halves production time of Buddhist Stupa, Confucian Academy, Colossus, Statue of Liberty and The Internet. Bronze Working is an early tech, so Copper will probably be one of the first strategic resources you will find. Mining Copper will allow you build a larger variety of units, including Spearmen, Axemen and Macemen. These units are great for early-game offense, having good offensive and/or defensive stats. If you have access to Copper in the early-game, you will have a good military advantage, although Copper is not used after mid-game, with the exception of the Statue of Liberty and the Internet. Iron Working quickly comes after this, however, and all of the above units can be made with Iron. Copper is not a particularly useful resource in the big picture, but nice to have early on. HORSE Terrain : Grassland, Plains Requires : Animal Husbandry Improvement : Pasture (Animal Husbandry) Bonus : +1 Production (+2 Production, +1 Commerce) Effects : Required for Mounted units If you have any intention of steamrolling over an opponent in mid-game, you're probably wanting to use cavalry, and you can't do that without having access to Horses. This resource is relatively uncommon; you'd probably have only one in your immediate vicinity however. Horses make your military power that much more potent with access to the powerful cavalry units, which also make a great intercepting force until you get to modern units. If you're not intending to be a military power, you can survive just as fine without Horses. IRON Terrain : Desert, Hills, Grassland, Plains Requires : Iron Working Improvement : Mine (Mining) Bonus : +1 Production (+3 Production) Effects : Required for Medieval units : Halves production time of Eiffel Tower : Required for Railroad There's some overlap between Iron and Copper. Having access to Iron means that you can produce units that require Copper. More importantly, you will be able to produce more advanced Medieval units, such as Pikemen and Knights, as well as some naval units. Iron is also necessary to make Railroads. Iron is probably the most important resource for most of the game, and thankfully it isn't that hard to come across. End-game units won't use Iron, but it's still nice to have just for the Railroad. MARBLE Terrain : Hills, Tundra, Plains Requires : None Improvement : Quarry (Masonry) Bonus : +1 Production (+1 Production, +2 Commerce) Effects : Halves production time of many Wonders Marble has very limited use for the average empire. If you're focused on building Wonders, however, Marble is a godsend. Marble is relatively uncommon, so you'd be lucky to have it in your immediate vicinity. Possessing it makes shooting for Wonders a whole lot easier. OIL Terrain : Desert, Coast, Ocean Requires : Scientific Method Improvement : Well (Combustion), Offshore Platform (Plastics) Bonus : +1 Production (+2 Production, +1 Commerce) Effects : Required for Modern units You need Oil. Seriously. If Iron turns you into a juggernaut in the Medieval period, Oil is your bread and water when you start to hit Modern times. Without Oil, you're stuck with Infantry as your best fighting unit for most of the end- game. That means you're missing Battleships, Tanks, Jet Aircraft, Modern Armor, and a whole lot more. If there's a resource to wage a war over, it'll be Oil. Oil is relatively common, and there are in fact two methods of obtaining it: from land deposits, and in ocean tiles. Ocean tiles are improved by building a Work Boat and building an Offshore Platform over the Oil tile. STONE Terrain : Desert, Plains Requires : None Improvement : Quarry (Masonry) Bonus : +1 Production (+2 Production) Effects : Halves production time of many Wonders Stone isn't particularly useful, but many early-game and mid-game Wonders benefit from having Stone, as well as some buildings. If you're a Wonder spammer, Stone is a great boost, and generally it helps you get some of those really good Wonders before your rivals. You won't lose anything from not having it, however. URANIUM Terrain : Plains Requires : Physics Improvement : Mine (Masonry) Bonus : None (+3 Commerce) Effects : Required for ICBMs, Nuclear Plants Used for some naval units Uranium is used for two things: Nuclear Plants, and ICBMs. Uranium also serves as alternative fuel for several naval units, such as Carriers and Submarines, but realistically you're probably going to use Uranium to provide clean, cheap power from Nuclear Plants; or you're intending to nuke the hell out of someone. In the worst case scenario for either use, you might end up with a lot of nuclear fallout. Nuclear power might seem potent, but don't get carried away or else you'll end up starting another Stone Age. Don't worry about Uranium too much if you want to wage a conventional war. =============================================================================== 2.2 - Luxury Resources [CV202] =============================================================================== Luxury resources mean exacty what it says: they are purely used to increase the happiness of your empire. Luxury resources grant no strategic benefit. They're handy to have, and useful to trade. There are other ways to make your citizens happy, but spoiling them with luxuries is a whole lot easier. Luxury resoures also provide a nice bonus to Commerce once exploited. Building economic structures such as Markets and Forges will add a Happiness bonus on top of that. DYE Terrain : Grassland, Jungle, Plains Improvement : Plantation (Calendar) Bonus : +1 Commerce (+4 Commerce) Effect : +1 Happiness with Plantation +1 Happiness with Theater Colour adds a nice variety to life, and dye provides that colour. Dye often come in batches of several tiles, and usually in jungles, giving you more reason to get rid of those disease-causing places. Dye is an excellent source of Commerce, and the abundance of dye (if you get it in your territory) makes it a nice resource to trade. FUR Terrain : Ice, Tundra Improvement : Camp (Hunting) Bonus : +1 Commerce (+3 Commerce) Effect : +1 Happiness with Camp +1 Happiness with Market If you're building a city near the poles for any reason, you'll want to be near a source of Fur. Fur will provide your isolated city with a reasonable source of Commerce, as well as boosting Happiness in cities with Markets, which shouldn't be hard to fulfill. Fur isn't a resource you should go out of your way to collect. Researching Plastics makes it obsolete -- presumably because of the advent of sythentic fibres. GEMS Terrain : Hills Improvement : Mine (Mining) Bonus : +1 Commerce (+1 Production, +5 Commerce) Effect : +1 Happiness with Mine +1 Happiness with Forge Gems are pretty rare to enocunter, but if you get them, mine them as soon as you can. The Production bonus should justify the mining of Gems, but above all you get the hefty Commerce bonus. Cities with Forges will gain additional Happiness. GOLD Terrain : Hills (Desert, Grassland, Plains) Improvement : Mine (Mining) Bonus : +1 Commerce (+1 Production, +6 Commerce) Effect : +1 Happiness with Mine +1 Happiness with Forge Probably the best luxury resource in the game. Gold is ever-popular, and provides a Production bonus when improved along with the highest Commerce bonus for any improved tile. Getting a several Gold tiles will make your empire very wealthy. INCENSE Terrain : Desert Improvement : Plantation (Calendar) Bonus : +1 Commerce (+5 Commerce) Effect : +1 Happiness with Plantation +1 Happiness with Cathedral (any religion) Incense has a limited use. Apart from growing in far-off areas, there aren't many builds that make use of it. The major cathedral buildings supply the Health bonus, but they are not easily constructed, so the effects of Incense aren't spread as much as other resources. It can be helpful for a city with many different Cathedrals, however. IVORY Terrain : Grassland, Jungle, Plains Improvement : Camp (Hunting) Bonus : +1 Production (+1 Production, +1 Commerce) Effect : +1 Happiness with Camp +1 Happiness with Market A must-have for the best piano keys...but aside from killing elephants, Ivory provides a good source of Commerce and Happiness. Ivory isn't too common, and researching Industrialism renders it obsolete. SILK Terrain : Forest Improvement : Plantation (Calendar) Bonus : +1 Commerce (+3 Commerce) Effect : +1 Happiness with Plantation +1 Happiness with Market Silk, like Dye, often comes in batches, making it a rather easy resource to trade. The Happiness bonus from Silk is easily distributed through Markets, and it provides a nice Commerce boost. Towns situated near batches of Silk will benefit greatly. SILVER Terrain : Hills (Desert, Plains) Improvement : Mine (Mining) Bonus : +1 Commerce (+1 Production, +4 Commerce) Effect : +1 Happiness with Mine +1 Happiness with Forge Similar to Gold, but doesn't provide as much Commerce. Still a very nice resource to have, and similarly distributed, making it a good source of Happiness. SPICES Terrain : Grassland, Plains Improvement : Plantation (Calendar) Bonus : +1 Commerce (+1 Food, +2 Commerce) Effect : +1 Happiness with Plantation +1 Health with Grocer Historically use to preserve food and mask its taste, Spices in Civ4 provide a good combination of Food and Commerce, along with Health through the easily- built Grocer. Nice to keep around, and worth expanding to if you don't already have a city nearby. SUGAR Terrain : Plains Improvement : Plantation (Calendar) Bonus : +1 Food (+1 Food, +1 Commerce) Effect : +1 Happiness with Plantation +1 Health with Grocer Not as beneficial as Spices, but still a good boost to a growing population and a good Happiness and Health boost. WINE Terrain : Plains Improvement : Winery (Monarchy) Bonus : +1 Commerce (+1 Food, +2 Commerce) Effect : +1 Happiness with Plantation +1 Health with Grocer Wine is a bit unique as far as resources go. While it uses the Grocer distribution channel, Wine requires an entirely different Tech to collect: Monarchy. It doesn't make too much sense, but I suppose you could say that royalty drink the most wine. However you explain it, Wine is good for Commerce and overall growth, and often comes in pairs, making it good for trade. WHALES Terrain : Coast, Ocean Improvement : Whaling Boats (Optics) Bonus : +1 Food (+1 Production, +2 Commerce) Effect : +1 Happiness with Whaling Boat +1 Happiness with Market You might hate whalingl, but Whales in Civ4 provide a hefty boost to the productivity of a coastal city as well improve Happiness through the Markets. These are fairly uncommon, and Whales are rendered obsolete by Combustion. =============================================================================== 2.3 - Food Resources [CV203] =============================================================================== Food resources are mainly helpful in increasing the rate at which cities grow. Once improved, these resources offer some of the highest food-value tiles, and some offer Commerce bonuses. Certain buildings will also allow food to have a Health bonus. Improving the tiles will also provide substantial Health bonuses, and constructing builds like Grocers and Harbors will add to that Health bonus. Note: Some of these resources require Farms. Initially, Farms can only be created on squares near fresh water, but they can be made any time on these resource tiles. If there is no nearby fresh water, the resource will be gathered, but the resource will not gain irrigation bonuses. Farms with the Irrigation bonus gain an additional +1 Food. Note: Biology will provide an additional +1 Food bonus. BANANAS Terrain : Jungle Improvement : Plantation (Calendar) Bonus : +1 Food (+2 Food) Effect : +1 Health with Plantation +1 Health with Grocer Bananas! Find these in Jungles. Like Dye, they offer the definitive reason to clear jungles, and make it worth your time with an impressive Food bonus along with Health. CLAM Terrain : Coast Improvement : Fishing Boat (Fishing) Bonus : +1 Food (+2 Food) Effect : +1 Health with Fishing Boat +1 Health with Harbor As with most coastal resources, Clams provide much needed Food for coastal cities, as such cities have less land it irrigate. Cities usually won't allocate citizens to fishing tiles unless it is particularly lucrative, so develop the land while sending out Work Boats to collect Clams. CORN Terrain : Desert, Grassland Improvement : Farm (Agriculture) Bonus : +1 Food (+2 Food, +1 Commerce) Effect : +1 Health with Farm +1 Health with Granary Corn is a remarkably versatile crop. It provies a nice Food bonus, adds Commerce as well as the complementary Health bonuses from the Granary, available in the beginning. A fitting effect for a crop that has been so important to the growth of civilizations. COWS Terrain : Grassland, Plains Improvement : Pasture (Animal Husbandry) Bonus : +1 Food (+1 Food, +2 Production) Effect : +1 Health with Pasture +1 Health with Supermarket Like Corn, Cows are very versatile, offering both Food and Production bonuses -- the latter being a rare trait for a Food resource. Getting a Pasture on this tile increases growth of the nearby city, although it takes a while to research Refrigeration for the Supermarket building and Health bonus. Milk doesn't last very long, if you think about it. CRAB Terrain : Coast Improvement : Fishing Boat (Fishing) Bonus : +1 Food (+2 Food) Effect : +1 Health with Fishing Boat +1 Health with Harbor Basically identical to Clams. Good for coastal cities, but nothing particularly special about collecting Crabs. DEER Terrain : Plains, Tundra Improvement : Camp (Hunting) Bonus : +1 Food (+2 Food) Effect : +1 Health with Pasture +1 Health with Supermarket Don't expect to get a huge return from Deer, especially as the Health bonus doesn't come until towards the end. Decent Food bonus, and it's worth more when you are developing towns in barren Tundra. Try to build cities near Deer and/or Fur to get a decent growth rate. FISH Terrain : Coast, Ocean Improvement : Fishing Boat (Fishing) Bonus : +1 Food (+3 Food) Effect : +1 Health with Fishing Boat +1 Health with Harbor Fish is...well, fish, but it's also the best coastal resource. Put a Fishing Boat here and you have as much Food output as a flood plain. Very nice to have for coastal cities. PIGS Terrain : Grassland, Hills, Jungle Improvement : Pasture (Animal Husbandry) Bonus : +1 Food (+3 Food) Effect : +1 Health with Pasture +1 Health with Supermarket As with the other domesticated animals, Pigs are great for a city's growth due to the huge Food bonus, and similarly it takes until late-game to get Supermakets for the Health bonus. Very nice to have. RICE Terrain : Grassland, Jungle Improvement : Farm (Agriculture) Bonus : +1 Food (+1 Food) Effect : +1 Health with Farm +1 Health with Granary For a crop that's used so widely, Civ4's Rice...well, sucks. It offers a puny Food bonus. Thankfully, it makes up for the lack of bonuses by being widely available. Cultivate it when you get the chance, but it's not going to make a huge difference to your cities. SHEEP Terrain : Grassland Improvement : Pasture (Animal Husbandry) Bonus : +1 Food (+2 Food, +1 Commerce) Effect : +1 Health with Pasture +1 Health with Supermarket Like the other meats, Sheep provide good growth through Food and Commerce. A good, balanced resource to build a city around. WHEAT Terrain : Plains Improvement : Farm (Agriculture) Bonus : +1 Food (+2 Food) Effect : +1 Health with Farm +1 Health with Granary Not as flexible as Corn, but more usefult than Rice. Not as common as you may think, Wheat provides a decent boost to agricultural output. Unfortunately, it often spawns away from irrigation sources, making it relatively difficult to cultivate to your city's benefit. I wouldn't go out of the way to build a city near these unless you have access to fresh water. =============================================================================== 2.4 - Other Resources [CV204] =============================================================================== Besides the resources you conventionally collect from the world map, there are three resources that are exclusively gained from Wonders. They are: - Hit Movies (from Hollywood) - Hit Singles (from Rock N' Roll) - Hit Musicals (from Broadway) Each of these provide +1 Happiness, with an additional +1 Happiness for cities with a Broadcast Tower. The main benefit of these three resources is the surplus you get. Because the bonus does not stack for resources of the same type, you can use the extra Hit resources to trade with other civilizations. The AI will eagerly accept this resource, and it's a cheap and effective way of spreading Happiness to your cities and your allies. =============================================================================== END OF FILE Copyright 2008 David "Scottie_theNerd" Nguyen ===============================================================================