• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Antiquity site blocking tile improvement

Herocrafter

Chieftain
Joined
Dec 18, 2005
Messages
30
Seems as though some Indiana Jones types are holding up me, Sejong the Great, king of the Joseon Dynasty from ordering a lumber mill be built over an antiquity site. Arrgggh. My blood is boiling! Why, oh why won't they just do what I want? Do I really have to let Indy dig up the site for some beads before I can get to build a mill?
 
You can never mill the tile, cleaning the site removes the forest.
 
thank you. I'll have 'em plant more rice then. I certainly don't like this feature though
 
Mmmmmmm... this is kind of self imposed. Never let an archeologist into your borders. Put a unit on top of Antiquity Sites that are inside (and outside) of your borders which you plan on taking/improving yourself.

Alternately, you could declare war on them, kill the archeologist and then build your lumber mill.

Did you start in a more recent Era? How come you didn't have that Lumber Mill up before you hit Archeology?
 
turn 186 and I'm spamming more cities. Mostly for religion but I also a had nice piece of land to myself that I outgrew and wanted to plant a few cities to closer to my warmongering AI's.
 
Mmmmmmm... this is kind of self imposed. Never let an archeologist into your borders. Put a unit on top of Antiquity Sites that are inside (and outside) of your borders which you plan on taking/improving yourself.

Alternately, you could declare war on them, kill the archeologist and then build your lumber mill.

Did you start in a more recent Era? How come you didn't have that Lumber Mill up before you hit Archeology?

You can't actually do that iirc, because as soon as you discover Archeology you cannot improve tiles with Sites on them unless you are using an Archeologist.

I don't know if this is true for forests, but it certainly is for farms and mines.

Really, the bigger question is why are there still unimproved tiles after Archeology?
 
Really, the bigger question is why are there still unimproved tiles after Archeology?

Well, there could be lots of reasons, such as stealing the Archeology tech while still exploring the section of the map that was not accessible until Astronomy. You mean you've never settled a city for resources after hitting Archeology? I know I certainly have.

Back on topic, I do also wish that antiquity sites didn't destroy improvements. And, it's really annoying because you have to waste unit maintenance to sit on that spot if you have given open borders to anyone -- since when does open borders also mean, "Hey, dude, that's cool, come steal all of my relics since you're a friend and all, which will destroy my improvement while you're at it." :crazyeye:
 
Well, there could be lots of reasons, such as stealing the Archeology tech while still exploring the section of the map that was not accessible until Astronomy. You mean you've never settled a city for resources after hitting Archeology? I know I certainly have.

Nope. Never settled a new city after Archeology with 2 exceptions and they were to get Uranium.

And, it's really annoying because you have to waste unit maintenance to sit on that spot if you have given open borders to anyone -- since when does open borders also mean, "Hey, dude, that's cool, come steal all of my relics since you're a friend and all, which will destroy my improvement while you're at it." :crazyeye:

It's not wasting Unit Maintenance. I'll have a couple of units standing around for defensive purposes anyways. While I'm not at war I post them on top of Academies, Holy Sites, important border Luxs and Antiquity Sites.

Why do you have open borders with the AI? Buy their open borders (for a CV, or Unit movement) but do not give/sell them your open borders. There are ways to avoid this from happening is all I'm saying, you just have to be proactive.
 
I have lots of games where I have to settle a city to get coal, for example -- coal never seems to be near me, or not enough. This is on Large Shuffle maps on Emperor/Immortal with random civs, which may make a difference.

As for the open borders, yes, that is the only means of controlling that. But, to me it's a serious design flaw. I should be allowed to give open borders and not have my antiquity sites stolen. Why would I want to give open borders? I have Shaka on my right, and the only way for him to properly go to war with my neighbor on my left is to give him open borders so that he can access that enemy. There are other reasons, but that's the most obvious one.
 
I've settled cities late, but usually the map is full on the higher difficulties so its usually for coal, oil or uranium in an otherwise crappy location like coastal Tundra or Snow or something. Though by the end game coastal anything isn't completely garbage and the game is still bugged as to hills of any kind (ground covered by ice bad. Hills covered by ice = mines for all).

You could plant a city on or near a lux late game but its usually not worth it.

Re: open borders - the computer players are programmed to be almost as jerkish as human players, which is why they will flood you with missionaries even if you are BFFs, tell them not to, and could crush them if you wanted to (and you lose rep if you attack them!). Same for them digging up your beads.

You could retaliate by digging up THEIR beads. BEAD WARZ.
 
Back
Top Bottom