Biggest stack?

Yes, of course I know the yields without seeing them. It's just easier to see them all the time, because why not? Main point at least for me is seeing the worked/unworked tiles handily.
 
Yes, of course I know the yields without seeing them. It's just easier to see them all the time, because why not? Main point at least for me is seeing the worked/unworked tiles handily.
Why not? Well personally for me at least it's because it adds way too much clutter that I have to ignore when looking for units and other things.
 
Really? Your eyes are really sensitive. Just turn them on and play, you won't even notice it in a few hours. My initial point of them providing more info stands. I understand your point that this info is accessible via city screen, too. I think we agree on that whether a settler is selected or not has nothing to do with anything really.
 
Why not? Well personally for me at least it's because it adds way too much clutter that I have to ignore when looking for units and other things.

Totally agree here.

You should be able to evaluate a city spot without the yield display. The decisive features are the resources anyway not the yields of the other tiles.

Ressources are most important when you decide where to place your cities. Even though the ressources might be outside your citylimit, they can still be worked at and used for trade if they are inside your culturel border (wonder if the AI actually is able to handle that as they normally place a fort on top of those ressources instead of the prober improvement).


And to add: In Realism: Invictus it is even more important to have multiple access to as many vital ressources as possible. Some are "just" required, some are COMSUMED and can only be used once (more times if you have access to more of a kind).

Fx a Cotton Mill CONSUMES cotton to produce fabrics. A Furniture Factory CONSUMES fabrics and prime timber to produce furniture.

Ironworks COMSUMES iron to produce steel - if you can't produce enough steel, your end is near.....

You need copper to produce Electric Gear, which is COMSUMED to make an Electronic Facility (kind of plant), which produces transistors. Which you need just as badly as steel later on in the game. And BTW, Gold is also used somewhere in that process.
 
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Ressources are most important when you decide where to place your cities.
And to add: In Realism: Invictus it is even more important to have multiple access to as many vital ressources as possible.
Resources and mods have little to do with what is being discussed though.

The discussion is now down to whether it clutters too much or not, which is clearly down to what you are used to.
 
Most in this thread have nothing to do with it's title or purpose at all (I tried to put it back on the trail earlier - remember?).

So for me, the discussion is open for any reply/opinions I might have - with the limitation, that I don't go Monty Pyhton (And now for something completely different) - or a moderator stops us..
 
Especially as the forum is not very active anymore, I fully agree that the discussion can be very open. The Realism Invictus reference as an answer to where you should settle just felt a bit too out of the box. Let's at least talk about the same game, please.
 
As a builder, rather than a war monger, I like to keep the yields on, in order to tell at a glance where I want to send my workers next, whether it is the city they are working at the moment or a different one, perhaps a couple of cities away. If I get involved in a significant war, then I will turn the yields off, since units become more important to see at a glance in that case.
 
I don't think there's really much to argue about yields on vs. off. It's really down to personal preference. I keep them on simply as that is how my mind processes things. I probably could train myself to do without, but as a counter-argument ..why? As someone who is extremely into the micro aspects of the game, I can keep my focus on important things without having to add that layer of subconscious awareness that I'd have to work really hard to obtain...personally. And I don't find the tile yields clutter the map at all myself..again imo. I certainly respect those with the mental capacity to work with them off..ha

It's the resource bubbles really that kind of get in the way, but for the same reason I can't do do without them.
 
I alternate alot back and forth throughout the game.
It's more pleasing to the eyes to play without tile yields.
But it's also nice to see what tiles cities are working easily without having to cycle through all cities constantly.
And also, tile yields is the only way to see where the AIs iron/copper/horses are, prior to having iw/bw/ah yourself.
 
maybe that's it. I cycle through each and every city at the start and end of each and every turn.
 
Main point at least for me is seeing the worked/unworked tiles handily.

I see that now, as I never realised that tiles worked by the city have larger yield graphics than unworked tiles, having never used the overlay except when pressing a wrong button! That does make sense and I can see how that would be quicker than going into the city screen, which is what I am used to doing. If it just showed the tiles within each city's BFC and not the entire map I might even use it now and again.

However, if I'd never played the game and someone showed me a screenshot with everything on, I'd think it was not the game for me as it just looks 'orrible - and I'm someone who loves lots of info. Your mileage may (and obviously does) vary :)

Anyway, sorry for hijacking this thread with my little aside earlier on, I'll go and find another thread to mess up now.:mischief:
 
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BigStack.jpg
 
I play with yields on more to tell me what improvement is on the tile at a glance rather than to really KNOW what the yields themselves are for calculation purposes.

Examples:
I want to work the more mature towns and villages instead of hamlets or cottages -- especially when micromanaging trading tiles between cities, it helps me instantly identify them

Counting farms needed to work all the mines around a mature city, then making workshops of the rest of the flatland

Instant confirmation of a lighthouse in a city or not

etc.

I have neither the time nor scrutiny required to look at improvement graphics or the city models to determine what's there, and I don't want to always open every city every turn if it can be determined I don't need to at a glance.


I used to play with the map grid on too, mostly because I mis-moved units a lot and it offers sharper distinction between tile boundaries that can be more confusing to rely on the graphics for...Floodplains near Desert or Coast/Ocean interspersion come to mind. I grew out of that by turning on Right Click to Confirm for movement and using the waypoint planner a lot more as the grid is UGLY.
 
I don't think there's really much to argue about yields on vs. off. It's really down to personal preference. I keep them on simply as that is how my mind processes things. I probably could train myself to do without, but as a counter-argument ..why? As someone who is extremely into the micro aspects of the game, I can keep my focus on important things without having to add that layer of subconscious awareness that I'd have to work really hard to obtain...personally. And I don't find the tile yields clutter the map at all myself..again imo. I certainly respect those with the mental capacity to work with them off..ha

It's the resource bubbles really that kind of get in the way, but for the same reason I can't do do without them.

To me it just makes it much easier having the yields there as I can look at them any time, even while I'm moving units around or what have you, and then just quickly go into the city screen to make whatever changes are needed, rather than having to go into the city screen and then look around the BFC before changing anything.
 
I see that now, as I never realised that tiles worked by the city have larger yield graphics than unworked tiles

Tiles worked by the city also look different, even without the yield graphics. For an obvious example, unworked farms are more brown and worked farms are more green.
 
I just can't imagine playing a game of any version of the CIV games without going through all my cities at the end of each turn.
 
This is without doubt the biggest barbarian army I have seen. Wardens level 9 isn't an enemy you can neglect.

Civ4ScreenShot0041.JPG
 
In vanilla I've had the odd war where me + opponent had hundreds of units on both sides in a stack. Usually start splitting them though, just need to clear out AI big stack first. You don't need 100's of units to take a city.
 
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