Does having a Majority of Sea Tiles surrounding your City equate to a "Trash City"?

wc3promet

Warlord
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Does having a Majority of Sea Tiles surrounding your City equate to a "Trash City"?

It seems that if my home city or any other city is surrounded by mostly sea tiles, I'm as good as dead.

Same goes for Tundra, Desert, Peak tiles.
 
That depends. For a Financial civ with Free Market, Statue of Liberty, Colossus and Great Lighthouse that city might be very worthwhile. In other situations it might take a while before it even breaks even.
 
It all depends.
Such a city is a trash if most of its surroundings are ocean squares. Only 2f1c from each square and you finally only get 1c net income since the worker on this square must eat 2f. There is at most 12 ocean squares for a city.
For a financial leader a coast square can generate 2f3c that is very good for the early turns of the game and is acceptable in the mid to late game. In early games a town on a grassland only generate 2f4c(2f5c for financial leader) and it takes 70 turns to develop. Such a city is not as good as a land city though.

In early games, a city with several (5-6?) coast squares is good. And even better than most of land cities if you have build the colossus and/or the great lighthouse. If there is a fish/crab/clam resource, eh,hehe

At last, do not forget that you may found your only oil resource in your ocean square. And the only one or not, this a oil resource with a platform that can not be destroyed by spies!
 
OP you sort of put coastal cities in the same catagory as tundra, desert, and mountains and thats not right.

If you have a more then 2 food source and a decent shield source your coastal city is totally worth settling. It will be churning out commerce in no time. Without those two things though i find them to be seriously late in blooming though =/
 
financial trait + colussus + golden age = 1 bag of gold every coastal tile
+ lighthouse = +1 food all sea tiles

u kinda need statue of liberty and merchantilism, if u want ur city to produce anything
 
Tundra is not in the catatory of desert and mountains, you can build a cottage or farm on it with a river and you can build a lunbermill on it with a forest.
 
It's only good when you have at least 1 tile that has a fish tile in it. So you can at least get some use from a workshop or mine on a land tile. Otherwise production will be nada.
 
I made a city next to an Oasis with mostly desert around it. At the time I didn't know that deserts are completely useless tiles (why? I should be able to make a workshop or something, that's a load of crap) but it actually turned out pretty good.
 
It all depends on the seafood available. In my current game, I almost restarted when I saw that they put me in a spot with 8 coast and 3 ocean tiles. That's basically 50% water tiles. On further consideration, I thought the 1xclam, 2xfish, 5 forest (and about 5 more outside the fat cross to rush stuff), 2 grassland, and 3 grassland/hills made it a very viable start.

At size six (with a lighthouse), I had a healthy 22 food (12 from 2 fish tiles, 5 from clams, 2 from city, and 3 from 3 mined hills), 10 shields, and 7 extra commerce from the worked tiles. Best of all, I got to size 6 very fast due to the seafood.
 
The worse thing is a city that is NOT on a coast but still has significant Coastal tiles in its fat cross.

I built one of these in my current game because it the spot would give me horses, spice and pigs. There was no river or grasslands, so the city is now at 8 population, its a productive city, but is stagnant.

Problem here is since its not coastal you cant build lighthouse, harbor or drydock.
 
It's also worth noting that lake tiles are notably better than coast tiles, getting an extra 1c. If you manage to get a city which is both on the coast and has lakes in its radius, building a lighthouse will give the lake tiles 3f/2c, better than a floodplain in the early stages and without the health hit (in fact, probably a bonus for fresh water) - see RB01 in the SG section for this in action.
 
There's a big difference between ocean tiles and coastal tiles. If you have alot of coastal tiles, its a good city even there is no resources in it. But if you got loads of ocean tiles without resources, well its kind crap.
 
Gargoyle said:
What do you mean miss? The workboat can create an offshore platform in Civ 4 if you have the tech.

the old off shore is a city building that gen 1 hammer pet ocean tile
 
If you have a commerce leader which gives the +1g on 2g squares, then it's also good at start of the game for 50% boost to research and the like.
 
Seanirl said:
I made a city next to an Oasis with mostly desert around it. At the time I didn't know that deserts are completely useless tiles (why? I should be able to make a workshop or something, that's a load of crap) but it actually turned out pretty good.


Aye in reguards to the black dot it's always good to build your desert and ice cities on those tiles because your town square will get food anyway :)
 
Play Washington on an Archipelago map, and use the State Property civ*. The more coast tiles under your control, the more you dominate. EVERY water resource can support a worthwhile city, even the icebound, and there will be little competition for the spots.

* - he's Fin, which is 3 commerce/tile; he's Org, so Lighthouses and, more important, Courthouses, are cheap, which gets each city into the black faster, and State Property negates distance cost, the primary component on the negative side of the ledger of a far-flung empire, while making workshops very viable, providing much needed hammers to make up for the hammerless coastal squares.

BTW, there's a BIG difference between coast and ocean, especially for Fin civs. Probably better to run a specialist than to work ocean.
 
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