@Kesshi;
Thanks so much for the info, it is making it much easier to manage my city. right now I'm still having the AI run the city management and watching to see what it does and what numbers are changing and which numbers are being affected by what I build. not making much sense yet, but it is producing faster.
MarkJohnson,
I'm glad to help! I get so much help here, and I pass it along to others. You be sure to do the same, ya hear?
I did noticed when I researched the wheel after founding my second city, that the road I built to connect the two cities had inadvertently passed through the corn field and said I discover my first food crop, but it had been built by my worker several turns ago. now I have a worker on automated Build Trade Network and see how that helps with connecting all these farms/mines I've built.
Thanks a ton you guys, I really do appreciate all this help
-=Mark=-
No no no, you didn't
discover the food, you
connected the food to your city. Corn has the usefulness of providing +1 health for the irrigation and +1 health for a granary. Regardless, your corn resource was giving you nothing (except maybe a bonus food if the tile was worked) until you both built the proper improvement (a farm in this example) and connected it to your city with A ROAD!*
Remember, cities have unhealthiness that equals their population size + some buildings buildings + some tiles**. As you grow in size, so will your unhealthiness. You will need to keep up with buildings, like the aqueduct, or resources that work in conjunction with buildings, like harbors with fish and clams, or corn with granary, and bananas with a grocer.
Happiness works very much the same. Your cities have unhappy citizens that equals their population size + other*** You can get happiness directly from buildings, such as the colosseum, indirectly from buildings, such as the colosseum netting you +1 happiness per 20% you push the cultural slider, or from resources that work in conjunction with buildings, like ivory with markets and dye with theatres.
Regardless, even if you're just learning, I will encourage you to stop automating things. The AI does some very silly things with my cities that I find ridiculous. First off, a worker on automated build trade network will build forts over your un-improved resources. This is very wasteful in worker turns.
One of my favourites automation silliness was in a multiplayer game a few nights ago. With multiplayer on quick sped, I don't have time to micromanage everything, so I use as little automation as I can get away with. This game was an island map, and I had built a farm on a rivered plains for a grand total of 3 food, 1 production and 1 commerce. The city next to that tile had the lighthouse and moai statues (combined +1 production and +1 food from water tiles), so the fresh water lake in the city's BFC netted me 3 food, 1 production, and 2 commerce. Yet the AI kept working the rivered plains. I could have gained 1 commerce for FREE if I had simply moved that tile over. Who knows how many turns that was going on for. That example doesn't even begin to break the surface of what you can do in some cities with lots of micromanagement, a bit of forethought, and a lot ingenuity with working different properly improved tiles and maximizing specialists to the current occasion. I am a fan of the Food Economies if you couldn't tell. Specialist and/or Trade Route Economies make me giddy.
If micromanaging isn't your thing, that's an acceptable way to play. Just realize that if/when it comes time to make the leap up to noble+, you will find it more difficult than if you learned how to properly micromanage. Though don't fret yourself if you can't get up in levels. Most everyone I know who plays CivIV is at Noble or below, and they still enjoy the hell out of the game.
Whew, long post this time. I think it's time for bed. Good night, and happy daylights savings day!
*Rivers can also connect resources. If you have copper on a tile next to a river, and your city is also on that river, you don't need the road to use the copper. Though you'll want to be able to get back to your river resource tiles quickly if your improvement is destroyed (random event, sabotaged, or bombed) or if an enemy force is approaching. The increased mobility that a road generates can be critical to getting your workers and/or military force to repair and/or defend your key resources. Losing copper and/or iron during an early war can cripple your military production.
I miss the old days of Civ when rivers were in the middle of tiles (not in between them) and moving along rivers counted as roads. Roads in CivI were always 1/3rd of a movement, so you could move 3 spaces up or down rivers at a time!
**Those tiles are jungles, floodplains, and fallout.
***Too many to list here. Maybe if you ask nicely, we'll make you a huge list. And I do mean huge!
