After playing a few marathon games on Very hard, I have a few unanswered questions...

AntPi1e

Chieftain
Joined
May 13, 2014
Messages
17
Here are some questions I have been unable to figure out on my own.

1) After annexing a city, what determines which buildings will remain part of the City and which buildings will be removed?

2) So for the most part, you should only build trade posts outside of 3-4 tiles from any given city?

3)So trade posts are the only improvements that dont have a maintence cost?

4)Trade posts dont need a civilian "working" them too add to the gold per turn your civ has?

5)Does your selected pantheon belief only work with cities that follow your religion?

6)How does warmonger work?
 
Lots of misconceptions here:

1. Buldings are destroyed on conquest, not annexation. When you conquer a city, each building has a chance of being destroyed.

2. and 4. You only obtain the benefit of tile yields for tiles that are worked by a citizen and you can only work tiles within 3 tiles of the city center. Building trading posts outside 3 tiles from the city center is a waste of worker turns.

3. The only tile improvements with a maintenance cost are roads and railroads. Trading posts, mines, farms, etc. do not have maintenance costs.

5. Pantheons are relevant in two different ways.

(A) If you only have a pantheon (haven't founded a religion yet), your pantheon will automatically appear in yor existing cities and cities you found after getting your pantheon, until you found a religion. If your pantheon has a majority of followers in a city, that will be reflected as a lightening bolt symbol on the city banner and that city will have the benefit of your pantheon belief. Once the lightening bolt goes away, no pantheon benefit in that city.

(B) When you found your religion, your pantheon belief is incorporated into your religion. From that point forward, every city that has your religion as a majority will enjoy the benefits of your pantheon belief.

Note that your empire may well have a mix of cities at some point in the game -- some with your religion as a majority, some with your pantheon still a majority, and some where both your religion and your pantheon are represented, but neither is a majority. In that last case, that city will not enjoy the benefit of your pantheon belief (even though the total number of pantheon and religion believers may add up to a majority).

6. I can't concisely summarize warmonger hate, but if you scan the Strategy & Tips forum for the word "warmnger" in the tile you will find many threads discussing warmonger hate and its computation.
 
Thanks for the help, one question remains though with what you said.

What is the point of buidling ANY improvements outside of 3 tiles from your city?

And if there is no point, is the only helpful thing you get from having borders expand past 3 tiles, is that your enemy cant build there?
 
It can be worthwhile to improve a tile outside the first 3 rings of tiles if it has a strategic or luxury resource on it.

If you mine the iron in a ring 4 tile or plantation the wine in a ring 5 tile, you can trade the iron or use it build units that need iron and you get the wine luxury for happiness and trading purposes.

Note that it does not make any sesne to improve non-tradable bonus resources (like bananas, deer, cows, wheat, etc.) outside the first 3 rings of tiles.
 
Great thanks.

So that makes sense.

But one question still remains.Does culture borders that expands past 3 tiles of your city have any impact on the game other than preventing from your enemies from building there?

And even if my cities population is 25, i still wont be able to build more than 3 tiles from that city?
 
Exactly. Culture past the 3rd ring can also give you access to future hidden ressources.

You can build as far as you want but your city doesnt work the tile...

Sent from my SGH-I337M using Tapatalk
 
Great thanks.

So that makes sense.

But one question still remains.Does culture borders that expands past 3 tiles of your city have any impact on the game other than preventing from your enemies from building there?

And even if my cities population is 25, i still wont be able to build more than 3 tiles from that city?

Well, some Social Policies or Religions have effects within your cultural borders (e.g. Orders +15% combat bonus). It also makes it easier for other cities to expand, because culture cost per tile for a city increases with eachclaimed hex. So if your big city claims a hex in the 4th or 5th ring that could also be claimed by another city of you, that city has "saved" some culture and can claim other tiles instead. :)

Population has no impact on city employment range. But you have 36 hexes for your people + specialist slots, so you need a really big city until you run out of work for your people (and even then they are turned into "citizen" specialists which at least grant a hammer).
 
Population has no impact on city employment range. But you have 36 hexes for your people + specialist slots, so you need a really big city until you run out of work for your people (and even then they are turned into "citizen" specialists which at least grant a hammer).

Im a little confused about this?

Also, one more question.. Say I have this city that has borders 5-6 tiles away.Now I understand my city wont work the tiles more than 3 tiles away. BUT, what if i build a new city right on the border?Will the new city be able to work the tiles that are in its default range even though those tiles were originally owned by the big city?
 
Yes, you can "tile share" between cities. Only one city can assign a citizen to "work" a tile on a given turn, but you can switch tile assignments between cities every turn if you like.

Note that the automated city governor will treat overlapping tiles as belonging to one city or the other, and will not seamlessly switch between the two -- but you can to do that manually.

I think GAGA's point was that the first 3 rings give you 36 tiles to work, so theoretically that city's population would have to exceed 36 before you would run out of tiles to work. Of course, this ignores worthless tiles (mountains) and tiles that are worth less than others (e.g., desert farms, coastal tiles with no fish, etc.). Also, this ignores the fact that some number of that city's citizens can be more productively assigned to work specialist slots.

One statement from GAGA that I have to clarify relates to the "1 hammer per specialist" - you only get 1 hammer from a specialist if you have built the Statue of Liberty. You can assign an unemployed citizen (not working a tile and not working a specialist slot) to earn 1 hammer, but specialists without SoL do not earn an extra hammer..
 
Well, you could always build forts outside the third ring unless there are resources.
 
I seem to remember in one of the versions, I forget which (Vanilla or G&K) you could expand your cultural borders out to 5 hexes or whatever the maximum is, and if you had built Petra and those tiles were desert you could plonk a city 6-8 hexes away and those extra hexes got the bonus and could be worked by the 2nd city?

I haven't tried it in a long time so I don't know if it still works
 
Your cities' culture borders will eventually extend out 5 tiles, but you are mistaken about the Petra effect -- the only city that gets the Petra bonus is the city in which it is built, and even then it only applies to desert tiles actually worked by that city (i.e., desert tiles in rings 1-3). If a neighboring city works tiles inside the Petra city's culture borders (whether tiles in rings 4 or 5 or in ring 3), those tiles do not get the Petra bonus.
 
Weird, I was sure I remember it working, but it was a looong time ago so maybe I am mistaken, happens a lot :)
 
One statement from GAGA that I have to clarify relates to the "1 hammer per specialist" - you only get 1 hammer from a specialist if you have built the Statue of Liberty.
No, I meant the actually unemployed citizens (red pop icons). Iirc these provide 1 hammer by default?

Im a little confused about this?
As said above: No matter how many population yourcity has, you have a maximum potential number off 36 hexes you can claim and work. Plus a good number (12, iirc?) of additional specialist slots you can fill. So the theoretical maximum of productive people in a city inlcuding specialists is around 48 and with all the culture guilds you can add another 6 work slots for people. Workers that cannot be assigned anywhere become a small red pop icon above the specialist slots and povide +1 hammer.

Weird, I was sure I remember it working, but it was a looong time ago so maybe I am mistaken, happens a lot :)
The game always calculates modifiers from the city that is working the tile. So if city A has a quarry and city B has not, a stone tile will only provide the extra hammer when city A is working it.
It is also no longer possible to share overlapping ressources between the cities for buildings (like for example, using a single horse for multiple circuses).
 
Hmmm. That makes more sense.

Heres another question i forgot to ask:

If you build a city right on top of a resource, what happens? Do you get the resource automatically or not?
 
...If you build a city right on top of a resource, what happens? Do you get the resource automatically or not?
Yes with the exception to luxuries that you don't have the tech yet. It's considered not a good idea to settle on "features" as you wont get the bonus the improvement would've given.
 
I am not sure this was clearly answered:

Say I have this city that has borders 5-6 tiles away. Now I understand my city wont work the tiles more than 3 tiles away. BUT, what if i build a new city right on the border? Will the new city be able to work the tiles that are in its default range even though those tiles were originally owned by the big city?

Yes, absolutely, and this can be a good way to jump start a new city that would normally only have the first ring of six hexes to work. As explained, tiles are not “owned” by particular cities, except that...

It is also no longer possible to share overlapping resources between the cities for buildings (like for example, using a single horse for multiple circuses).

This is something I have not gotten mastery over. Say that horses is in the third ring between two cities. Does the player have control over which city gets to build circus and stables that uses that resource? It seems fairly random to me. Could I control it by purchasing the tile from one city or the other? If I just wait for the usual cultural border expansion, is there a way to know which of the two cities the tile will be assigned to?
 
This is something I have not gotten mastery over. Say that horses is in the third ring between two cities. Does the player have control over which city gets to build circus and stables that uses that resource? It seems fairly random to me. Could I control it by purchasing the tile from one city or the other? If I just wait for the usual cultural border expansion, is there a way to know which of the two cities the tile will be assigned to?
Not sure, to be honest. Maybe worker placement might flip it between the cities before it is "used" by any building? :confused:
 
Tiles are owned by cities, citizen-placement shouldn't change their ownership. The advanced tooltip shows the city name that the tile belongs to (or is that only a feature from the advanced ui addon?), afaik that's the city that can use the resource.

Ownership is claimed when, well... the tile is claimed by expanding the border, so the city that expands it's borders first should be the one that's able to build the circus. (btw: For the same reason you're not really getting much land if you conquer a city right next to a capital - more often than not the capital claimed all the land before the other city was founded.)

That's somewhat speculative, but afaik that's how the mechanics work.
 
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