Yzman
Deity
I am my 3rd game in and realized I am still confused by this concept. Unique improvements say they don't remove the warehouse bonus too?
Correct.So does that mean if I build a unique improvement over a farm it still provides the food to warehouse but if interned it to urban it wouldn't?
Yeah I think it just provides it's base.Thanks for asking and for answering, I have been confused by this after 6 games too.
So if I understand this correctly:
* You want to pave your city's radius with default improvements and then build unique improvements over them.
* I think I finally understand why sometimes a building adds to its tile's yield and sometimes replaces it. Now if only the *build tooltip* showed that!
* When you cover up the last farm (for example) your ageless granary is now a waste of space but you have no way to demolish it.
Am I getting this right?
The only warehouse building I build in cities is Fishing Quay if the city has some significant amount of water. The rest of tiles will be covered with urban tiles eventually and those ageless warehouse buildings will be just annoying tile eaters.I'm still struggling with warehouse buildings a bit. I'm having a hard time figuring when and where to build them, which ones I should build, etc. I guess you always want at least one in your towns, depending on what town it is? e.g. warehouse in a farming town? But in cities, the rural tiles quickly diminish as you build more urban tiles. I often find myself not building them because I don't quite understand the benefits enough, am I underestimating the warehouse buildings?
Playing at deity, not optimally or anything, I find I don’t regret warehouse buildings in cities (except when I block a good adjacency spot), as long as I have a few improvements to upgrade that I don’t immediately plan on replacing. I usually will add rural production tiles to cities if I don’t have a better production-boosting specialist, and if it agrees with the resource improvements. Food warehouse buildings help get the city off the ground early in some scrappier games. I might think twice if I am building several wonders in a city, since only then (and with some water tiles) does the space become limited.
Another thing to keep in mind when you consider if it’s worth building warehouse buildings in your cities is resource improvements. If you have a bunch of resources that can be improved by camps and woodcutters it could be worth to build a sawmill for example since those improvements will be guaranteed to last at least the whole age, or even future ages depending on the resource.
Maybe a policy card, leader ability, or something similar.I'm still very confused as to where these yields are coming from and how the warehouses work. I've attached an example for production.
If my understanding is correct, I have one woodcutter and one ivory camp, so there's the "+2 production to other tiles". The Saw Pit itself is +1 hammer. Where is the extra hammer coming from?
Ain't these are buildings that provided resource slots?From the Civ glossary in the official website:
Warehouse: A Building that provides a bonus for every Tile Improvement of the same type within a Settlement. For example, the Granary provides increased Food for every Farm, Plantation, or Pasture within the Settlement. Warehouse bonuses are not removed from a tile if a new (or unique) Improvement is built there.
Certain building will but I don’t believe the sawmill is one of those, even if it were I doubt it would show on the tooltip.Ain't these are buildings that provided resource slots?