The Lardossen said:Do this:
- Give any resource it's proper improvement
VRWCAgent said:Maybe this is one of the reasons why I can't seem to advance beyond noble level (ditto Civ 3). I just automate my workers and let them do their thing. Is it really that much more beneficial to micro-manage workers?
VRWCAgent said:Maybe this is one of the reasons why I can't seem to advance beyond noble level (ditto Civ 3). I just automate my workers and let them do their thing. Is it really that much more beneficial to micro-manage workers?
1-You can't go wrong placing the appropriate improvement on a resource (i.e. Camp for Ivory, Plantation for Sugar, etc.). This is not necessarily the most effective use (as Requies pointed out), but it's never outright bad.wc3promet said:Cottages or Farms or Mines?
Why do you build each of them?
When to mass each of them? Peacetime, Wartime?
How to use them correctly?
Green is Grassland. Unimproved, it provides 2 foodMalodium said:Whats a floodplain?
Ive only noticed 3 types of ground, green, brown, and yellow (desert)
what is each one?
<- noob
Artanis said:Green is Grassland. Unimproved, it provides 2 food
Light Brown is Plains. Unimproved, it provides 1 food and 1 hammer
Dark Brown is Tundra. Unimproved, it provides 1 food
White is snow. Unimproved, it provides nothing. (IIRC) It can only have Watermills and resource-appropriate improvements on it.
Yellow is Desert. It can only have resource-appropriate improvements on it*. Unimproved, it provides nothing.
Yellow along a river with a sickly green area along at least one edge is Flood Plain. Unimproved, it provides 3 food and 1 gold.
*ALL hills - even Desert and Snow ones - can have a Mine, Windmill, or resource-appropriate improvement put on them.
"Resource-appropriate improvements" means stuff like a Camp on Ivory, a Plantation on Silk, or a Well on Oil. That sort of thing.
Edit: better info can be found at http://forums.civfanatics.com/showthread.php?t=144029
A couple of workers handy to turn that camp into a town, is well worth it. IMO. when that ivory becomes obsolete replace camp with a town. just one examle. another is lumbermills on plains/forest/hill/by a river instead of a mine and replace with a windmill after elctricity ( or not havent nailed this one yet ).Requies said:I disagree with this. If you have multiple of a resource, sometimes in the long run, it's better NOT to give that improvement to that resource tile.
Examples:
Ivory/Camp vs. Ivory/Town
Silk/Plantation vs. Silk/Town
Dye/Plantation vs. Dye/Town
Marble/Quarry vs. Marble/Town
Spices Near River/Plantation vs. Spices/Water Mill
Sugar Near River/Plantation vs. Sugar/Water Mill
Wine Near River/Winery vs. Wine/Water Mill
In the short run, the proper improvement almost always will be better, but in the long run, there are times where a Town or Water Mill will outproduce the "proper" improvement. Most of the time you can't go wrong using the "proper" improvement, but there are exceptions.
Also, I would rather have a Mine on the Desert Hill than a Windmill, but that's just preference (after all it's the same as a Plains Hill but has only one less hammer, why treat them differently).
The rest of the advice is pretty sound without any caveats except if you're trying to build "specialists" cities.
Req