A few helpful tips.

FuzzyWeasel said:
Yeah. Same here. I wasn't going to buy it or read these boards despite being a MAJOR civ freak. But my lovely wife had it sitting in my chair when I got home the day it came out. Then promptly asked me to help her run 5-man stratholme in wow.

DOH!

Ultimate torture.

-FuzzyWeasel

Inconceivable!

Does she have a sister?
 
FuzzyWeasel said:
- If you are doing the religion thing and have made friends... make a run for writing. Its nice to swap technologies.
That's alphabet you mean sir. Writing allows you to have open borders.
 
oxonian2001 said:
If you build a city directly on top of a resource, you get the benefit of the resource. Trismegistus was referring to the unforunate fact that city squares always produce two food, one hammer, and one commerce, regardless of the underlying terrain.

Is this correct? I can't find a reference to it in the manual. This would make it desirable to build cities on desert/snow/other relative non-productive terrain, right? Assume that such non-productive squares have desirable squares nearby, that is.
 
Perplexity said:
Is this correct? I can't find a reference to it in the manual. This would make it desirable to build cities on desert/snow/other relative non-productive terrain, right? Assume that such non-productive squares have desirable squares nearby, that is.

It's correct, and yes it's now desirable to build on the useless tiles to suck up that dead square.
 
JavalTigar said:
I actually gear up my food production since it goes towards building the settler/worker. I had a coastal city with farms and seafood cranking out a settler in 6 turns.
Actually you want to mircomanage production when producing wokers/settlers then pick the tiles with the largest sum of F+P. So in the early game I move off of those river grasslands (2F+1C) I've been working on and go over to forests (2F+1P, 1F+2P, 3P) to make some workers/settlers
 
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