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[GS] Bonuses to unimproved tiles

@Victoria I don't disagree about how the actual timing of shipyards v fishing boats will work in practice. But I think will be a bit jarring is when you have Shipyards before Colonialism - these random cogs will appear on all these various sea tiles ... but not on your fishing boats.

Or, if you have God of the Sea, you already have a cog on your fishing boat, but now you build the shipyard and your fishing boats have the same cog the rest of your sea tiles have.

I honestly don't think it's a big deal. I mostly want notice it. But I just think it'll make costal tiles seem haphazard and or samey.

It's a bit like removing the river adjacecies for lumbermills. It just made the map feel like it had less shape.

I honestly think it would have been just cleaner to have Fishing Boats give a cog at Colonialism and forget about buffing Shipyards.
 
when you have Shipyards before Colonialism
... which is often however that is because I am pushing for shipyards due to powerful Victoria adjacencies... they will not be popping up randomly, I will know why but he ah, not a big deal.
Just want to mention that the Auckland Suzerain bonus will combine well with the bonus given by shipyards.
not at all. Shipyard for un worked tiles, Auckland for worked tiles... Auckland and fisheries and Laing as I mentioned earlier = 4/4 tiles without the mausoleum.
God of the sea will not help either.
 
Fisheries are a powerful tool for cities that have so much coastal tiles, that all the remaining land tiles are used for districts and not removable ressources: you end up to work the tiles. That tile improvement allow to grow population so fast... as long you have the Housing (something some coastal cities struggle to have).

Now you can have really high populous city with the extra Housing from Fisheries. Something odd because you will struggle to put district because you still don't have the Production and sometimes not tiles to put them. But I think I can have fun with the Phoenicians with that: settle loyal coastal city around an empire, grow population and then flip the city inside.

If Shipyard add +1 Production to unimproved coastal tiles, and Colonialism to Fishing Boats, therefore unimproved lake tiles, Fisheries, Offshore Wind Farm, Offshore Oil Rig, Seastead, Kampung, and Polder will not enjoy the Production bonus. At least, the Great Barrier Reef will enjoy the extra Production!
 
Maybe its just me, but is it not an oxymoron to get production from unimproved tiles? Like, your empire gets the production because you have sent workers to work and extract the resource.
Maoris culture from unimproved makes sense, as the idea is that the nature is part of their culture.

Not that it is a big deal, I think it will be a good change for the coastal cities. I just think the implementation could be more logical!
 
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not at all. Shipyard for un worked tiles, Auckland for worked tiles... Auckland and fisheries and Laing as I mentioned earlier = 4/4 tiles without the mausoleum.
God of the sea will not help either.
Actually, Auckland is for tiles you're working, whether improved or unimproved.
 
Is it possible there is some confusion between unimproved and unworked? I take the Shipyard changes to be like the Maori bonus or Reyna's forestry promotion, in that the tiles in question get a bonus when worked, and not like say Mali's bonus (food and faith in city centre for having desert tiles regardless of whether you work them).

Guess we'll see when the update drops.
 
Maybe its just me, but is it not an oxymoron to get production from unimproved tiles? Like, your empire gets the production because you have sent workers to work and extract the resource.
Maoris culture from unimproved makes sense, as the idea is that the nature is part of their culture.

Not that it is a big deal, I think it will be a good change for the coastal cities. I just think the implementation could be more logical!

Maori get production from unimproved forests and rainforests, not culture.

The Marae gives culture and faith to all passable tiles with a feature, whether improved or not.

Is it possible there is some confusion between unimproved and unworked? I take the Shipyard changes to be like the Maori bonus or Reyna's forestry promotion, in that the tiles in question get a bonus when worked, and not like say Mali's bonus (food and faith in city centre for having desert tiles regardless of whether you work them).

Guess we'll see when the update drops.

This. The Shipyard will give production bonuses to unimproved tiles. There is nothing about unworked. It is designed to tide you over until the end-game improvements.
 
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@Victoria I don't disagree about how the actual timing of shipyards v fishing boats will work in practice. But I think will be a bit jarring is when you have Shipyards before Colonialism - these random cogs will appear on all these various sea tiles ... but not on your fishing boats.

Or, if you have God of the Sea, you already have a cog on your fishing boat, but now you build the shipyard and your fishing boats have the same cog the rest of your sea tiles have.

I honestly don't think it's a big deal. I mostly want notice it. But I just think it'll make costal tiles seem haphazard and or samey.

It's a bit like removing the river adjacecies for lumbermills. It just made the map feel like it had less shape.

I honestly think it would have been just cleaner to have Fishing Boats give a cog at Colonialism and forget about buffing Shipyards.

The whole point of the shipyard change is to make coastal tiles useful. Resource tiles were never the problem with coastal cities. It was all the non-resource water tiles.
 
Will people really stuff their cities with Fisheries ASAP?

Even now I often have a few workers on unimproved tiles for quite a while, particularly reefs.
 
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