1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Can I or can i not hop across land tiles with naval units?

Discussion in 'Civ5 - General Discussions' started by JSS, Dec 27, 2015.

  1. JSS

    JSS Prince

    Joined:
    Mar 14, 2011
    Messages:
    304
    I'd like to apologize beforehand for not finding a thread for asking simple questions like this.



    How can I get my fishing boat across the ice tile here? In civ4 forts could be utilized to make naval units hop through land tiles, but I don't know of a similar mechanic in Civ5.
     
  2. Lord Yanaek

    Lord Yanaek Emperor

    Joined:
    Aug 15, 2003
    Messages:
    1,497
    You can't without mods. whoward made some mods allowing forts to act like canals but without mods only cities allow boats to cross land so you can only ever cross 1 tile wide peninsula.

    If you want those fishes you'll have to settle another city along the coast. There is no limit to work boats range so it can be far away in better lands. OTOH the Lighthouse will already give you much of the benefit from those fishes. Fishing Boat is only 1:c5food: early and fishes are not a luxury
     
  3. JSS

    JSS Prince

    Joined:
    Mar 14, 2011
    Messages:
    304
    It's a good point that fish only gives +1F unlike +2F which is the case in civ4. Given that there's not a good spot for a city in the west and cities being happiness drains, I'll be better off just settling for the lighthouse bonus and forgetting about fishing boats. It'd take so long for the food bonus to pay for the hammer cost of workboats anyway. Wish I didn't build that workboat. :L
     
  4. Lord Yanaek

    Lord Yanaek Emperor

    Joined:
    Aug 15, 2003
    Messages:
    1,497
    In the east? You mean west (from Argos).
    Sea tile with fish is 2:c5food:
    Lighthouse gives +1:c5food: to sea, +1:c5food: to fishes and +1 :c5production: to every sea resource. So those fishes will be 4:c5food: 1:c5production: with lighthouse.
    With fishing boats they would be 5:c5food: 1:c5production: and 5:c5food: 1:c5production: 1:c5gold: after Compass.
    Seaport will add another +1:c5production: +1:c5gold:. I think it works even if they are unimproved. Those will be good tiles anyway.

    As for "paying off", you can't really compare :c5food: vs :c5production:. 2 boats will allow one more citizen, who will work an additional tile or specialist slot and give you more :c5science: and :c5gold: (with :c5trade: to capital) so if you can improve them, it will be worth and the sooner the better. What's not worth is settling a city just for this.

    Maybe you'll be able to capture some crappy AI city and buy 2 boats before you raze it.
     
  5. JSS

    JSS Prince

    Joined:
    Mar 14, 2011
    Messages:
    304
    Most of what you said is all true and good advice.

    I edited my post maybe just prior to when you posted yours, so the east<->west confusion was corrected before that.

    Food vs hammers is difficult to compare early on. If i invested the hammers I did into other things that would produce food (a Settler for instance, but happiness might come in as a limiting factor), the benefit of it would probably be more than the +1F from a workboat. But it's true that comparing the 2 resources is not that simple because time (the number of turns) is a factor also.
     
  6. joncnunn

    joncnunn Senior Java Wizard Moderator

    Joined:
    Mar 17, 2008
    Messages:
    8,621
    Location:
    Missouri
    Moderator Action: Moved to General Discussions
     

Share This Page