Community Feature: Worker Improvements

Thanks 2kGreg I hope Arioch has already added this info to his site.:goodjob:

Camps work basically like in CIV4 with Ivory and furs which are now foxes adding gold and deers adding food the only change is that Trapping comes later than other improvements.

Farms can now be built on Desert tiles?:eek: Well guess Desert just now doesn't sound as bad as it was on CIV4 that might actually help Arabia in an Earth map.

Forts can be very uesful in one case to be built on the frontlines of a war. One question though can Forts still be used as channels?

Lumbermills - No change here except they come earlier.

Mines - Well I guess Gold and Gems will increase commerce and Iron and coal which will increase hammers.

Oil Well - No change remains the same.

Pasture - No change here other than the inclusion of Pig and cow into one single resource cattle.

Plantation - Also the samethough it includes wine which was foremerly improved by winerys

Quarry - Other difference here except Stone is gone.

Trading Post - They are the repleacement for cottages question is how much gold do they produce.

In addition, Work Boats can construct the following. Constructing either of these improvements consumes the Work Boat

Well that confirms work boats in the game.
 
So now with road maintenance costs, do we still need to connect improved resources before cities have access to them?
 
4. Fish don't give food?

They do; I tried to include as much detail about yield as I could but I might have missed a thing or two.

7. No mention on if trading posts grow like cottages?
They do not.

Greg, can you tell us anything about improvement maintenance for improvements other than roads/railroads? Or are these the only ones with a cost?
Can you stack roads/railroads on the same tile (or do railroads require and supersede roads and provide the road benefit too)? Is the 2 gold just for the railroad, or for the road + railroad benefits?
Are there techs that boost trading post yield? Or for gold should we eventually switch to merchant specialists?
Roads and railroads are the only improvements that cost per turn.

Railroads replace roads, and provide both benefits, so the total cost is 2, not 3.

Trading posts yield does improve as you go down the tech tree.

How lategame are lumber mills this time, and do you receive benefits for chopping forests?
I always hated the fact that almost no forest was left when you finally researched lumber mills.

What about improvement ruins being left after pillaging, are they repaired faster then rebuilding would cost? (And, is this actually even a feature? :D)
I had the same complaint about lumber mills in Civ4, and I am happy to say that you can get lumber mills much earlier in the game this time. I actually leave most of my forests unchopped to save them for lumber mills. :)

You didn't mention tile improvements by great people! Pillageable? What if oil pops up under them?
Great people are for another article. ;)

No workshops, no windmills, no waterwheel - which means are there to get production in cities without hills/forrests?
All three of those are buildings now, and you might be interested to know that windmills and waterwheels both have requirements about the terrain around the city; something that I believe is new in Civ V. Windmills can't be built in a city build on a hill, for example, and waterwheels can only be built in cities adjacent to a river. I really like this because it means there is more to consider when placing a city than the raw yield of surrounding tiles.

This!

Additionally:
- What has been discussed: Roads on neutral territory: Possible? Who pays for them?
- No improvement for science?
You have to pay for roads you build in neutral territory.

Also I thought farms could be built on hills now, you don't mention hills, of any kind, so is that not true?

Farms can be built on hills that are adjacent to a river.

So now with road maintenance costs, do we still need to connect improved resources before cities have access to them?
Nope
 
thanks for that info greg, can farms be built on tundra or ice, even with a river, in fact can anything be built on ice.
 
thanks for that info greg, can farms be built on tundra or ice, even with a river, in fact can anything be built on ice.

Ice is completely impassable terrain, except for two units ;)
 
ah cool, will ice be found anywhere other than that strip along the top and bottom, and can tundra have a farm, or is it too cold brrr.

@J, it would appear not, although there is the GP's academy improvment.
 
Thanks very much for the replies, much appreciated.

Windmills can't be built in a city build on a hill, for example,
What is the logic for this?
Many windmills are on hills.

You have to pay for roads you build in neutral territory.
So the game tracks "ownership" of every road improvement?
I assume you stop paying if they are taken over by someone else's culture?

Ice is completely impassable terrain, except for two unit
Subs and nuclear subs?
 
@J, it would appear not, although there is the GP's academy improvment.

As mentioned, the Academy adds +5 science yield, and there is a policy under rationalism that adds 1 beaker to each TP.

I know, i know, but it supprises me, that there's no standard improvement for science.
 
I know, i know, but it supprises me, that there's no standard improvement for science.

I'd like to see this one on mountains:

KeckObservatory.jpg
 
farms provide an increase in food yield, probably of one or two, and seeing as grassland has more food naturally than desert, 2 more then, its saf to say that yes it does.
 
farms provide an increase in food yield, probably of one or two, and seeing as grassland has more food naturally than desert, 2 more then, its saf to say that yes it does.

I mean without the bonus from tile yield.
So if Grassland gives 2 food and Desert 0;
Grassland with Farm would give 2+2=4 while Desert with Farm would give 0+1=1
 
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