I agree. Meanwhile, do anybody actually use the city park? I put down a couple in my recent game just to try them out, but they didn't seem worth it. The description is also particularly vague, it says it "increases appeal by 2", but obviously it cannot be on the target tile, since that would be pointless. I got the impression it works on neighboring tiles, but not on all city tiles (as some reports have claimed) - have anybody tested this in greater detail?They are immensely powerful. Remember, the adjacent sea resource doesn't have to be within your territory, or (IIRC) even within the three-hex ring.
My current game as America, I have Auckland too and Liang is on a constant progression through the empire spamming fisheries.
I agree. Meanwhile, do anybody actually use the city park? I put down a couple in my recent game just to try them out, but they didn't seem worth it. The description is also particularly vague, it says it "increases appeal by 2", but obviously it cannot be on the target tile, since that would be pointless. I got the impression it works on neighboring tiles, but not on all city tiles (as some reports have claimed) - have anybody tested this in greater detail?
Thanx. I don't think anything didn't work as intended, I just feel with such a pitiful tile yield (I mean, +1 culture, FGS, could it be more laughable?), it's not really worth using a full hex on, not to mention the governor promotion(s) to unlock it and all the hassle of moving around between towns to put them down.I did use them before. It works on adjacent tiles. Basically a paridaeza.
I do not remember it not working; well, with the current patch though there is a bug (not sure what it is caused by) which causes the appeal of a tile to be fixed at zero when strategic resources appear; for such tiles the appeal will not go up no matter how many woods you plant around it. But it is not a park-related thing per se, it's just a general bug regarding all sources of appeal.
Great for Australia I suppose (specifically for theatre squares and commercial hubs; as campi and holy sites usually already are breathtaking, due to being built near mountains), and maybe for Mapuche for doing cultural victory, but for other civs I would think there are other more useful promotions to get (this being Liang's ultimate lvl 3 promotion).
Honestly it looks like a waste of a builder charge and a governor promotion. I rarely promote Liang. But then again I also think farms are also a waste of a builder charge too and rarely build them, unless over a resource, or to get an inspiration, or some kind of other odd gimmick. Like in an OCC I may want to improve every tile.
It might come in handy for those tundra/desert coastal cities but it's really hard to care about growth for them, much less devoting an entire governor to that task.
That's the problem with the game's ambiguous use of the term "Coast." When I here the word "Coast," I think of land that is adjacent to water. But the game refers to the light blue water tiles adjacent to land as "Coast." They probably should have used another term like "Shallows" or "Continental Shelf" instead.Thank you very much. I misunderstood the issue. I thought they should be build on land tiles close to the sea now I realize they must be build in the Sea! That makes it much more clear to me.
Doesn't that greatly hamper your city growth though?
I mean, a way to look at food production and consumption is to give +1 for worked tiles that grant 3 food, +2 for worked tiles that grant 4 food, etc, and -1 for worked tiles that grant 1 food and -2 for worked tiles that grant 0 food, plus an additional 2 free food from the city center tile.
Assume you have a plains city with 2 adjacent wheat and no other food resources. That means you have two +1 tiles (because wheat+farm gives 3 food), while all other tiles (being plains) have -1, as they only produce 1 food. This means your city gets to grow to size 6 (+2 from wheat, +2 from city center, -4 from the other four worked tiles) before growth stagnates completely. Size 7 if you have a Granary, size 10 if you can and do build a Water Mill. If an average city has access to it's two inner rings (while the third ring is in another city's second ring) then you have access to 18 tiles. You can build 3 districts, assuming Granary but no Water Mill, plus 7 worked tiles, which means you still have 8 unworked tiles out of 18. That's almost half of them. Assuming the wheat tiles are next to one another, one single extra farm would give you an extra 4 food per turn, allowing you to grow to size 11 and build another district, meaning you're already at 15 out of 18 worked tiles. That's just how much difference some farms make; any 3 farms in a triangle would give you 6 more food from those tiles, enough for 2 more districts and 6 more city size (assuming 1 food standard from the tiles and working them either way).
Of course it's a waste to build them on hills compared to mines, but almost none at all? I don't see how that's close to viable. I will say that I tend to only really start building them from Medieval-Renaissance Era on though, by the point that resources aren't enough to feed cities anymore.
This raises a debate about how tall your cities should be.
Can they be built atop reefs? That's the only place I would consider building them.