cottage

csar508

cartographer
Joined
Mar 21, 2007
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66
Location
The Mason-Dixon Line
When you build a cottage does the gold replace one resource currently on the tile? This is happening in a game I'm playing now but I have never noticed it before. Does it only happen if you have hammers and bread?
 
i don't understand the question. if you build a cottage over a forest, it chops the forest first, so the the hammers from the forest go away. but if you build a cottage on an unimproved tile that doesn't have a forest, it just adds a commerce at first and then grows up over time to a town which = lots of commerce. it doesn't take away anything that's already there (like, you can build a cottage on a silk tile and it keeps the +1 commerce that silk gives you even without a plantation). if you put a cottage on silk that had a plantation on it before, the cottage replaces the plantation, but the town eventually ends up giving you more commerce than the plantation would, if you have a silk source elsewhere so that you don't lose the actual resource. doesn't sound like that's what you're running into tho.

if you can post a screenshot of what's going on in your case that would help.
 
The main drawback of building a cottage over a resource is that it won't be connected to your trade network. But this is often useful, for situations when you still don't have the tech for a specific improvement: for example, prior to calendar, you may want to build a farm or cottage over a banana resource and then replace it with a plantation once you have that tech. Even the AI will do this kind of thing. Also notice that, in general, the specific type of improvement required for a resource to be worked yields a lot of food/hammer/commerce output, in this way: Usually, strategic resources yield more hammers, health resources yield more food, and luxury resources more commerce.
 
i don't understand the question. if you build a cottage over a forest, it chops the forest first, so the the hammers from the forest go away.


Thanks Kmad I think that answers my question. I didn't realize chopping a forest took the hammers away. SO i was building a cottage on a tile with 2 bread, 1 hammer, and forest. I ended up with 2 bread ,1 gold. A farm would have the same outcome? I would lose the hammer and add a bread? If there are 2 hammers you lose them both?:mischief:
 
Thanks Kmad I think that answers my question. I didn't realize chopping a forest took the hammers away. SO i was building a cottage on a tile with 2 bread, 1 hammer, and forest. I ended up with 2 bread ,1 gold. A farm would have the same outcome? I would lose the hammer and add a bread? If there are 2 hammers you lose them both?:mischief:

that's not exactly the way it works.
A forest gives +1 hammer on a tile, and removes the riverside commerce.
If you chop the forest, you lose this 1 hammer bonus, and if the tile is on a river you get the riverside commerce back.
If you then farm the tile, provided there is no special resource on it you get +1 food (before biology, +2 after).
If you then cottage the tile, you get +1 commerce immediately (and growing to +7 commerce for a full grown town, with the right civics and techs).

A tile with 2F and 2 hammers is rare.
It could exist on the fantasy realm (like a deer on a plains forest before building the improvement), but I assume you meant a 1 food 2 hammer tile.
This would be a plains forest.
If you chop the forest, you have a plains : 1F1H if not on a river.
If you then cottage it you have a plains cottage : 1F1H1C to start.
If instead of this you farm it, you have 2F1H. You need fresh water to farm it.

You should read the manual IMHO.:mischief:
 
being beside a river gives any tile an extra commerce. however, that's not true for forests until quite late in the game, when you can build a lumbermill improvement on them, so forests on rivers are the forests i chop first usually. putting a cottage, farm, or plantation on a forest will remove the forest. putting a camp on deer on a forest does not make the forest go away; those i like to not chop on purpose, so that they produce hammers and the extra food.

anyway, answer to your latest question is, a plains tile has just 1F1H usually. a plains river tile has 1F1H1C. a plains river cottage has 1F1H2C and grows up with more C from there.

this article has a lot of information but it was a bit too overwhelming for me when i was new. at first i learned pretty much hitting by F12 all the time in game, to bring up the civilopedia, and looking everything up. i still do that sometimes, i can't remember the difference between spice and sugar so i look them up in F12 *giggle*.
 
Speaking of forests and late game.. try not to chop them all down. Like K said, you can lumbermill them later, and railroad them for another +1 hammer. But the thing is, forests also give you health...

Riverside Ironworks is a popular way to generate massive numbers of hammers in a city, but my favorite is Forested Riverside Iron where there are lots of watermill areas, maybe some hills and grasslands, and lots of forests around the whole area to lumbermill+railroad later. Forests give your city extra health, and building a city next to fresh water is +2 health. I tend to run into the Happy wall faster than the Health wall, but right around the Industrial age that health wall really starts to hurt, especially if you build factories. I don't even bother with coal plants now, I beeline for hydro/3GD.
 
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