Arioch's Analyst Thread

This is interesting to me and it should be interesting to everyone here, so the fact that no one has even bothered to make a serious investigation into how the tile yields work until now is a very surprising. It's not that the reviewers should be acting like it's a big deal, it's that WE should be acting like a big deal because IT IS.

Don't get me wrong - if someone compiled a list of tile yields I would be interested to read it. But my point is that it's irrelevant to 99% of people who buy the game - and those of us that would find it interesting would still class it as low priority information; that's why no one has bothered to investigate. Those people on this site lucky enough to have played the game have not deemed it important enough to mention. Perhaps Azazell would be able to provide more info?

Both this site and Arioch's have misinformation on the most fundamental part of the game.

Arioch's website probably does have incorrect info on account of the fact that the game is still being tweaked; therefore, tile yields (and all other stats) may change from one version to the next. However tile yield are not "the most fundamental part of the game."
 
Eiffel Tower
--------------------
+4 Happiness
+1 Culture
+3 Great Merchant point

Stonehenge
--------------------
+8 Culture
+1 Great Engineer point

I quote myself with the appropriate stats, this time.
 
Mines can only be placed on Hills, or on a mine-able resource. I don't recall whether I've seen a resource such as Iron on desert tiles, but I wouldn't be surprised. And there are still Flood Plains and Oases on deserts, though they aren't as productive as they were in Civ IV.

In one of azzazels screenshots showing a city state being surroundd by troops, the city state had near them a huge iron deposit on a desert hill.
 
Don't get me wrong - if someone compiled a list of tile yields I would be interested to read it. But my point is that it's irrelevant to 99% of people who buy the game - and those of us that would find it interesting would still class it as low priority information; that's why no one has bothered to investigate. Those people on this site lucky enough to have played the game have not deemed it important enough to mention. Perhaps Azazell would be able to provide more info?

Arioch's website probably does have incorrect info on account of the fact that the game is still being tweaked; therefore, tile yields (and all other stats) may change from one version to the next. However tile yield are not "the most fundamental part of the game."

Low priority you say? :crazyeye: How in the world do you speculate strategies without them? Sure, it's not AS useful to know the tile yields if you don't also know building and unit costs, BUT if you're at all interested in speculating about how you'll be building your empire, tile yields are something you need to know. Where do I place my cities? What buildings do I want my cities to have? What kind of specialization should I give my cities? Those are questions that you can only begin to consider after you know the tile yields. I don't think I need to present evidence of this, but just look at how much the Civ4 War Academy depends on this information.

Not to mention that tile yields are also important from a military standpoint. You'd need other information too, but just something like the difference between an average production city producing 10hammers/turn vs 15hammers/turn is huge.

If tile yields aren't fundamental, then I don't know what is.
 
well you can formulate basic strategies, i.e you know that if you want a high population you will need lots of farms, you might not know exactly how many without the needed maths, but you can create a general strategy of building farms over say trading posts.
 
And that's all you really need for now.
 
I will probably update it so the information is accurate, and then just let it be.

I appreciate the help you all gave in trying put as much up there as we could.

Fantastic site. You should be proud of it. Thanks for providing such a fantastic pre-launch resource for all of us.
 
I will probably update it so the information is accurate, and then just let it be.

I appreciate the help you all gave in trying put as much up there as we could.

That would be cool. Since I won't be buying the game, it'll be nice to actually know what the stuff is.

Then again, there will probably be an info center here soon enough.
 
So Arioch, what do you plan on doing with the site in 9 days?
For those of us who like to post when we do not have access to the game/civilopedia, Arioch's site will continue to be a great resource - Thanks for keeping it up!
 
Low priority you say? :crazyeye: How in the world do you speculate strategies without them? Sure, it's not AS useful to know the tile yields if you don't also know building and unit costs, BUT if you're at all interested in speculating about how you'll be building your empire, tile yields are something you need to know. Where do I place my cities? What buildings do I want my cities to have? What kind of specialization should I give my cities? Those are questions that you can only begin to consider after you know the tile yields. I don't think I need to present evidence of this, but just look at how much the Civ4 War Academy depends on this information.

Not to mention that tile yields are also important from a military standpoint. You'd need other information too, but just something like the difference between an average production city producing 10hammers/turn vs 15hammers/turn is huge.

If tile yields aren't fundamental, then I don't know what is.

But on that basis you could say that everything is fundamental. How can I speculate about strategies if I don't know the exact cost of every building, wonder and unit? What about each unit's strength and movement points? What about the effect of every technology, social policy and wonder? How on earth can we speculate about strategy if we don't know every minute detail about the game? I can't believe how bad 2K are at giving us this "fundamental information"! Without it, how am I suppose to decide whether the game is worth buying?
:sarcasm:
I don't mean to sound arsey but I really don't think it's as important as you make out. Sure, it would be nice to know, but I'd rather hear more about the diplomacy options or see what some unique units/buildings do. How much strategy speculation are you planning to do? If you were told a grassland forest was the same as a plains forest, would that fundamentally change your plans? To me that sounds like something you can adapt to within 5 minutes of playing the game.

That would be cool. Since I won't be buying the game, it'll be nice to actually know what the stuff is.

Then again, there will probably be an info center here soon enough.

No offense, but if you're not buying the game why do need to make such detailed plans in the first place?
 
13th September's USStream session revealed that Communism social policy gives +5 production per city!
 
I can confirm what Viatrix says and add some more fun pictures!
Settler:
settler.png


Scout:
scoutvh.png


Spearman:
spearman.png


Panzer: Note that the tooltips shown were not quite up to date: The Panzer is not only faster, but has 10 more strength than the tank!
panzer2.png


Monument:
monument.png
 
Do tanks have that penalty vs. cities too?
 
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