Guru-Meditation
Warlord
- Joined
- Oct 9, 2010
- Messages
- 105
Hi,
over the course of my last few games i have noticed something particular when choosing city locations. It is that it it isnt really a good idea to settle a city on the coast if you can not get a sea resource into it's borders.
The only advantage of a city being coastal is that you can build a light house and harbor, IF IF you go for Merchant's Guild, and even then you need to wait to unlock the buildings, which can take quiet some time, especially if Merchant's Guild is your 3rd or even 4th guild.
On the contrast with building the city a bit further inland and even just getting 2 forests more into its BFC, which translates to immediate +1 Health, seems to be the better choice. It might evenbe that if a sea resource is coastal, you find a better city spot going just 1 tile inland, simply for more useful land, while keeping the resource in the city's Cross, and sending a fighing boat from another seaside city to get the "+20 %" triggered.
There should be some incentive to build a coastal city, instead of founding it with a 1-tile-gap to the sea. Some ideas i'd propose:
P.S.
Also the tile yields of sea resources (except Whale) need a boost, imho. They arent good tiles by itself with their low yields.
over the course of my last few games i have noticed something particular when choosing city locations. It is that it it isnt really a good idea to settle a city on the coast if you can not get a sea resource into it's borders.
The only advantage of a city being coastal is that you can build a light house and harbor, IF IF you go for Merchant's Guild, and even then you need to wait to unlock the buildings, which can take quiet some time, especially if Merchant's Guild is your 3rd or even 4th guild.
On the contrast with building the city a bit further inland and even just getting 2 forests more into its BFC, which translates to immediate +1 Health, seems to be the better choice. It might evenbe that if a sea resource is coastal, you find a better city spot going just 1 tile inland, simply for more useful land, while keeping the resource in the city's Cross, and sending a fighing boat from another seaside city to get the "+20 %" triggered.
There should be some incentive to build a coastal city, instead of founding it with a 1-tile-gap to the sea. Some ideas i'd propose:
- A new geberal building like "Fishing Wharf" for +1 food on water tiles.
- Move the Harbor and Lighthouse into the Trade-tech-chain, and give the Merchant's Guild a "Commercial Port" and "Cargo Pier" in it's stead, which stacks with the general seaside buildings everyone can build.
P.S.
Also the tile yields of sea resources (except Whale) need a boost, imho. They arent good tiles by itself with their low yields.
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