Cliffs of Dover

Anyone else find it annoying that you can't build improvements on the cliffs of dover tiles? They don't even provide 1 food so it's almost impossible to even work the tiles. You should be able to put farms or something n them. Even if only for +1 food.
I agree. In fact, many of the natural wonders are rather useless. I particularly find it annoying that there is a bonus for placing holy sites next to natural wonders, which overrules the effect of those that give bonus yields on adjacent tiles.
 
Are there farms close to the Cliffs of Dover in real life? I settled Boston in the vicinity of the cliffs in a game. It had some marine resources near it, so my city was able to grow to some extent even though most of the land around the city was mountains and desert.
 
Are there farms close to the Cliffs of Dover in real life? I settled Boston in the vicinity of the cliffs in a game. It had some marine resources near it, so my city was able to grow to some extent even though most of the land around the city was mountains and desert.

Kent's nickname is the Garden of England and it's always been among the most highly developed parts of the British Isles. The tiles it encloses should be treated like any other except for the wonder adjacency bonus. If this can't be done, those hexes should automatically upgrade to farm when it comes under anyone's control.
 
I hadn't considered improvements. When I read the description and then found that the terrain was not impassable (units CAN move on the tiles), what I REALLY wanted was to be able to settle a city on it, making the city tile have a yield of 2F/1P/2G/3C. Forget about the other tile.

Then I found that despite units being able to step onto the tile, you're not allowed to settle on it - one of the few examples of a land tile where this is the case.
 
Never had a wonder looked so cool ... but been so useless.

It would be ace if you could settle on it. Cliff side coastal cities are cool.

I also really wish districts didn’t destroy wonder yields. City centres don’t destroy yields; why should districts?
 
Are there farms close to the Cliffs of Dover in real life? I settled Boston in the vicinity of the cliffs in a game. It had some marine resources near it, so my city was able to grow to some extent even though most of the land around the city was mountains and desert.

There certainly are – as with pretty much every green space here, it's given over to one form of agriculture or another. You can see them on Google Maps' satellite view well enough:-

Spoiler Farms and White Cliffs :
Screen Shot 2018-05-02 at 10.02.14.png


I have to say that although they should, of course, fill me with patriotic pride à la Vera Lynn, I'm not super keen on the White Cliffs as a natural wonder. Not only are they a bit rubbish in terms of bonuses, but they're clearly just a whitewashed version of the regular cliff graphics that don't look particularly chalky. Besides, there are better coastal wonders they could have picked, like Civ V's Rock of Gibraltar. Or if your heart is set on English chalk, for my money the Isle of Wight's Needles (which I'm glad to see feature in the new Total War: Britannia) are more attractive, even if they don't have a song named after them.
 
Some Natural wonders would be nice as a tile that could at least have a one tier early era improvement. I appreciate that ones like Kilamanjaro have adjacency yields but it should all be equally valuable to settle.
 
Not to mention it screws over England in TSL which is already tight for usable land.
 
Anyone else find it annoying that you can't build improvements on the cliffs of dover tiles? They don't even provide 1 food so it's almost impossible to even work the tiles. You should be able to put farms or something n them. Even if only for +1 food.

I can understand why they went with a constant rule against improvements on Wonder tiles.

Most of the culture/faith yield Wonders without food have a good reason for those tiles not providing food based on the nature of the Wonder. This one just seems like an oversight / early design decision that didn't get tweaked. Adding 2 food so that the tile is self-supporting and dropping the other yields to +2 Culture, +1 Gold would make it easier to work early and it would still be far better than a Specialist in the late game.
 
I once had the Cliffs of Dover next to a mountain range while I was playing Australia. My Holy Site was adjacent to two Natural Wonder tiles, three mountain tiles and was, of course Breathtaking. I can't even remember the base Faith yield I was getting, but it was insane. That was the only time I found the Cliffs of Dover useful.
 
You could also have sheep on them. In real life they have a defensive bonus, they are riddled with caves and there has been a fort there since iron age times, the Romans built a lighthouse (still standing) and then, in medieval times, King Henry II built a nice defensive castle . During WWII it was an important military HQ and radar post. More than this it was a symbol of hope and safe return, e.g. the retreat from Dunkirk or to the planes returning from sorties. I would say it should be accessible and have a fort bonus. Maybe even a reduction in war wariness.

https://cromwell-intl.com/travel/uk/dover/
 
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