Roland Johansen
Deity
Clownfish said:This is a splendid thread, btw, stopping us newbies from polluting the rest of the forum with stupid questions. Thanx to all veterans, helping us!
Questions:
1. What's the point in having SEVERAL sources of one and the same resource if they are not available for citizens anyway? For example 3 rice, 2 iron etc. It seems to me that they don't increase health- and happiness-bonuses more than one per type of resource, anyway... The reason I ask is that automated workers will try to build farms on rice etc outside the city, even though I already have it...
You can trade it with the AI controlled nations for resources that you don't have. You can also trade it with the AI controlled nations for some money. It's almost always a bad idea to trade away the last instance of a resource. You also want to use the resource yourself.
Clownfish said:2. Would you ever try to prevent a city from growing on purpose if you're running out of "good" tiles, or can you trust the law of nature to do that? I.e., if tiles are bad and workers on strike, the city will eventually stagnate or even starve so that populations adjusts itself to the number of good tiles. But ok, strike will give you less production and gold too, maybe that's the catch?
These are actually two questions. If the city has enough happiness and health to grow, but only bad tiles (mountains, desert, unimprovable tundra, ice), then the city AI will assign the new citizens as specialists. Specialists will add production, science or gold and produce Great Person points and are definately worth it.
If the next citizen will be an unhappy one, then I generally do one of two things:
-if using slavery, i'll poprush something. Using population (and thus food) as a production resource.
-i'll change the improvements that are used around a city or change the improvements with a worker so that the city produces less food but more production or commerce.