Can someone explain warehouses to me?

Yzman

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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?
 
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.
 
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?
 
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?
Yeah I think it just provides it's base.
 
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?
 
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?
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.

But I often build settlements just 4 tiles away from each other if there are good spots and like my wonders (I play at Viceroy, so not much wonder competition). If you play differently, you may have enough rural tiles by the end of the game to justify some warehouse.
 
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.
 
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.

It varies a lot too on what other bonuses you have. Like my current game I'm playing as Augustus, and have a bunch of Gold resources, so in the modern era I can buy a Granary for like 80 gold. Even without any farms, it still gives 4 food per turn with the attribute bonus, so that's really not a bad ROI as long as the city is not absolutely starved for space.
 
The warehouse buildings represent a choice between more yields now vs potential loss of yields later. There is generally value in boosting earlier yields, especially in your capital before you have towns to provide food.

The adjacency bonuses are always the same- adjacent resources boost science and production, adjacent water boosts gold and food, adjacent mountains and natural wonders boost culture and happiness. So make sure you reserve any tile with particularly good (2 or more) adjacency for these buildings. But there’s not much harm in placing a warehouse building in a tile without adjacency. Of course there are also wonder placements to worry about.

I don’t know why we’re not allowed to build over absolutely anything. It should be up to the player to be able to demolish a granary, hell, even the Pyramids if we want to.
 
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.
 
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.

This is a very good point. In cities, you probably aren’t going to have many rural tiles by the end of the game except for resource tiles which you can never build over. So building only the warehouse buildings that boost those tiles is probably sensible.
 
Warehouse buildings definitely should be overbuildable (maybe only in Cities) I would make the default to overbuild a truly obsolete building in a tile before a warehouse one, but the warehouse should be overbuildable somehow. (it could be rebuilt if you realize you still need it.)
 
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This is why it took me an embarrassingly long time to realize the power of Unique Improvements, because their base description doesn't look great, but:

1. They just add straight value to the rural district you're plopping them on top of, which is likely something you only "built" so as to get to a resource behind it anyway.
2. They come with their own adjacency bonuses, and most are pretty spammable.
3. They're "Ageless" but you can still overbuild them.

That makes them pretty solid, from what I can tell, especially late in an age when you've got a ton of gold and/or don't know what to spend your production on.
 
Buildings also increase population. So, if I intend to convert a town into a city, I'll often buy it a couple food warehouses like Fishing Quay and Granary, which immediately increase the population by 2. If the extra food from the warehouses leads to acquisition of another couple citizens by the time I'm ready to convert the town to a city, I'm saving 200 gold (50 gold per citizen) on the conversion. Obviously, the base cost for the buildings is greater than that (440 combined, I think), but there are other benefits to accelerated growth, and if I have access to a couple copies of Gold, that can make the trade-off look more attractive.
 
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?
 

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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?
Maybe a policy card, leader ability, or something similar.
 
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.
Ain't these are buildings that provided resource slots?
 
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