Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Treasure Fleet Resources
Does anyone know what the Treasure Fleet Resources are, now that they have added a bunch of new resources. I believe the change notes that were published a few weeks ago in anticipation of today's update said that the Treasure Fleet Resources would be new and different, but exactly what resources count as TF Resources was not mentioned.
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Showing 1-15 of 15 comments
Whether something counts for Treasure Fleets is a matter of Location, not identity.
For example Gold in your homelands will provide a discount on building cost.
In Distant Lands it counts as a Treasure Fleet item.
Not all resources do this, but I assume at least half of the new ones will.
The entire batch of resources was added to generate more variety in each continent. so even two different continents in your Homeland area would feel different and give you a reason to expand if the other resources were desirable.

Basically, the answer to whether they will count as Treasure Resource is 'it depends'
gmsh1964 Apr 22 @ 6:47pm 
Is it safe to assume the UI will clearly state what is a Treasure resource?
Bandit17 Apr 22 @ 7:53pm 
The UI does. The new one's I have found so far are Rubies, Horses and Furs.
wildmick Apr 22 @ 8:13pm 
read the patch notes dude
jariel Apr 23 @ 1:07am 
yes they done good job this time regarding ui and clear indications of what resource is what and what those do.
wcbarney Apr 23 @ 4:49am 
Originally posted by Lemurian1972:
Whether something counts for Treasure Fleets is a matter of Location, not identity.
For example Gold in your homelands will provide a discount on building cost.
In Distant Lands it counts as a Treasure Fleet item.
Not all resources do this, but I assume at least half of the new ones will.
The entire batch of resources was added to generate more variety in each continent. so even two different continents in your Homeland area would feel different and give you a reason to expand if the other resources were desirable.

Basically, the answer to whether they will count as Treasure Resource is 'it depends'
While what you say is basically true, your answer doesn't answer my basic question about what is considered a "Treasure Fleet Resource." Prior to the patch I searched the "distant lands" for coffee, chocolate, tea, sugar, spices and gold -- which I knew were the TF resources.

Originally posted by wildmick:
read the patch notes dude
:steamfacepalm:Yikes -- I totally glossed over that portion of the patch notes. I now know that the TF resources now include Rubies, Horses and Furs.
Last edited by wcbarney; Apr 24 @ 7:51am
I am simply not seeing anything in the tooltips to indicate a treasure resource. I have the list from the patch notes, but would appreciate someone explaining my tooltip blindness. What does the tooltip say? Is there also an on-screen icon of some sort? I see a wave-like symbol on some resources. Is that it???
Bandit17 Apr 23 @ 2:34pm 
Originally posted by thatWouldBeIllogical:
I am simply not seeing anything in the tooltips to indicate a treasure resource. I have the list from the patch notes, but would appreciate someone explaining my tooltip blindness. What does the tooltip say? Is there also an on-screen icon of some sort? I see a wave-like symbol on some resources. Is that it???

There is a wave and the tooltip says treasure fleet resource.

https://steamcommunity.com/sharedfiles/filedetails/?id=3469325783
Last edited by Bandit17; Apr 23 @ 2:50pm
This update did absolutely nothing to change the fact that the economic legacy path in the exploration age is still a complete hail mary dependent on the RNG of the map script, with the agravatting factor that for us cheaters, revealing the map on game start no longer lets you see where the treasure resources will be spawning. Now I transition to the exploration age and on the whole small islands on my side of the map have literally 1 tea tile and that's it.

Please revamp this whole legacy path, easily the worst in the whole game and its not even close, not even modern cultural path is this trash.
wcbarney Apr 24 @ 11:55am 
Originally posted by dglivramento:
This update did absolutely nothing to change the fact that the economic legacy path in the exploration age is still a complete hail mary dependent on the RNG of the map script, with the agravatting factor that for us cheaters, revealing the map on game start no longer lets you see where the treasure resources will be spawning. Now I transition to the exploration age and on the whole small islands on my side of the map have literally 1 tea tile and that's it.

Please revamp this whole legacy path, easily the worst in the whole game and its not even close, not even modern cultural path is this trash.

I dunno; for me the economic legacy paths in the Exploration Age and in the Modern Age are the easiest to achieve. I've never had any trouble finding plenty of Treasure Fleet resources; am playing now -- about 20% into the Exp. Age -- and the Treasure Fleets are beginning. I've founded two "distant lands" towns, with another one a few turns away, and have 4 TF resources. I've learned from experience not to rely on the small islands off your coast, but to head for the "New World" ASAP.
That is also very RNG dependent if the distant land's AI's have not settled the whole Coastline as well, which is quite frequent in my experience. Alas, I hope for a rework of this legacy path in the future.
Rhapsody Apr 24 @ 12:07pm 
Originally posted by dglivramento:
That is also very RNG dependent if the distant land's AI's have not settled the whole Coastline as well, which is quite frequent in my experience. Alas, I hope for a rework of this legacy path in the future.

That just sounds like free militaristic legacy. :captainsmooth:
I'm a lover not a fighter, since hemispheres now have distinct resource identities maybe the legacy path could be about getting all their resources across to your side (through trade+settling)? Kind of like a resource based Columbian exchange minus all the killings and colonization and such.
jariel Apr 24 @ 12:58pm 
You can just reduce the number of players so there will be no players in distant lands, problem solved.
wcbarney Apr 24 @ 4:09pm 
Originally posted by jariel:
You can just reduce the number of players so there will be no players in distant lands, problem solved.
Yeah, have been there & done that; but then it seems too easy.
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