Bonus resource yields and improvements

Sorry to plug in my question in this thread but don't want to start a new one just for a question - can someone as simple as possibly explain district yields (what happens to food, hammer on the tile?) and what does bonus citizen slot do in a district? Do you have to work district or is it automatically calculated into your city?
 
Sorry to plug in my question in this thread but don't want to start a new one just for a question - can someone as simple as possibly explain district yields (what happens to food, hammer on the tile?) and what does bonus citizen slot do in a district? Do you have to work district or is it automatically calculated into your city?
food/hammer=gone
bonus citizens (depends on district ie Holy site=2 faith each, Harbor=1 sci 2 gold each)
yields automatically calculated
 
On further reflection, the tooltip in the very early builds mentioned that it would cost more to plant in jungle or forest but the current build does not, so it might have been changed. Hope it has, that's just punishing.
Civilopedia says it costs more in the preview build used by youtubers. See last sentence:
Spoiler :
LTTAwt9.jpg

I've been trying to see what kind of effect this has, but haven't come up with any definite answer. The only thing I can use to compare is build times and have been keeping an eye on those whenever someone builds a district on forest. Sometimes build time showed next to city is a few turns more than the build time displayed in the city building menu before placing it, sometimes it's the same. The increase might also be because the city was working the forest for hammers prior to placing the district and the city hammer output is decreased when district is plopped down.
 
Sorry to plug in my question in this thread but don't want to start a new one just for a question - can someone as simple as possibly explain district yields (what happens to food, hammer on the tile?) and what does bonus citizen slot do in a district? Do you have to work district or is it automatically calculated into your city?
District yields replace the base tile yield. However yields from adjacency (like Holy Site next to a mountain) are given without being worked. Citizen slots allow you to allocate a person to work the tile and produces the yield listed (Holy site example +2 faith per citizen working the tile). You can have 1 citizen per improvement building so up to 3 citizens on a fully upgraded district.
 
I totally dislike this. I like the terrain to matter. I love finding awesome places with resources to build cities. I don't like any city to be good. Bonus resources should be awesome tiles
 
Civilopedia says it costs more in the preview build used by youtubers. See last sentence:
Spoiler :
LTTAwt9.jpg
Arrrgh --yet another basic spelling error in the game: Holy Site's. (If you don't know the correct spelling... well, you should. It ain't hard. I'm no genius and I know it.) I've seen so many of these in previews. I hope they hire someone who knows English to spellcheck and grammar check the game...
 
Arrrgh --yet another basic spelling error in the game: Holy Site's. (If you don't know the correct spelling... well, you should. It ain't hard. I'm no genius and I know it.) I've seen so many of these in previews. I hope they hire someone who knows English to spellcheck and grammar check the game...

I'm willing to give them the benefit of the doubt since it's absolutely not worth getting someone to do a complete spellcheck before the Civilopedia is finalised.
 
I totally dislike this. I like the terrain to matter. I love finding awesome places with resources to build cities. I don't like any city to be good. Bonus resources should be awesome tiles


I don't agree that terrain doesn't matter. For example adjacency bonuses for districts, which will make rainforests and mountains, as well as placement of other districts, to matter more. Also you still have normal tile improvements as well as the opportunity to harvest bonus resources, so it's not like they don't have an impact. However, I do wish that base yield of bonus resources was slightly higher.
 
Leading to more cries of "wheat is imbalanced, needs to be nerfed" :)

Wheat (and rice) are the good ones.. they are worth +2 (1 basic 1 from watermill)

Most of the Luxury ones are pretty good, since they let you get gold with their improvement and also often provide some special yields(science, culture, faith)

But Stone, Deer, Fish, Crab, Banana, Cattle, Sheep, Copper all could use a boost (to at least an additional +1 resource either with a tech, civic, or building)
 
Leading to more cries of "wheat is imbalanced, needs to be nerfed" :)


Well I think the main problem now is that hills are basically bonus resources. There should be a hierarchy of tile yields where any resource should be better than the best tile with no resources (resources on tundra/desert should be an exception to this).

Off course there should be other exception as well, like a Petra desert tile + pantheon, or improved russian tundra + pantheon, but as a general rule.
 
That rule doesn't make sense for me.


If it doesn't make any logical sense to you that a tile with a resource is better than one without a resource, I'm afraid I can't help you. Maybe ask a civ-newb what they would find most intuitive?
 
Wheat (and rice) are the good ones.. they are worth +2 (1 basic 1 from watermill)

Most of the Luxury ones are pretty good, since they let you get gold with their improvement and also often provide some special yields(science, culture, faith)

But Stone, Deer, Fish, Crab, Banana, Cattle, Sheep, Copper all could use a boost (to at least an additional +1 resource either with a tech, civic, or building)

Don't forget about features like hills and forests than can add their yields too. So deer in the forest and any resource on a hill are actually good because of the increased yield from the feature.
 
Don't forget about features like hills and forests than can add their yields too. So deer in the forest and any resource on a hill are actually good because of the increased yield from the feature.
But that doesn't make the resource itself any better.. it is something you might as well harvest 90% of the time, since a farm will be better
If they had a tech bonus like
Stone 1 prod +1prod w masonry (not to the improvement but to the unimproved tile)
Deer 1 prod +1 food archery
Fish, Crab (1 food, 2 gold) +1 food w sailing
Cattle, Sheep (1 food)+1 food?prod w animal husbandry
Copper (2 gold)+1 prod w bronze working
Banana (1 food)+1 food w irrigation
 
Presumably the game was designed so that harvesting bonus resources is good, at least some of the time. If you make the base resource too instrinsically good that negates a new mechanic.
 
Back
Top Bottom