Do you tend to overbuild or make new urban tiles?

Overbuild or expand?

  • Overbuild as much as possible

    Votes: 12 17.6%
  • Mostly overbuild, some expansion

    Votes: 30 44.1%
  • About 50/50

    Votes: 18 26.5%
  • Mostly expansion, sometimes overbuild

    Votes: 3 4.4%
  • Expand as much as possible

    Votes: 5 7.4%

  • Total voters
    68
I tend to favor making a City completely urban, with a coastal fishing town supporting it. There are "obsolete" buildings that I really don't want to remove. These are the buildings that give Influence: Monuments and Villas (Antiquity), and Guildhalls and Dungeons (Exploration). I build them together on the same tile. I am neither trying to optimize adjacency bonuses, nor to place specialists there. Their yields even improve with the following eras. In the modern era, they give 3 Influence each making a total 12 Influence per City. This is not negligible.

I should add the Altar/Temple duo to the list which includes Monument/Villa and Guildhall/Dungeon. Particularly because they are purchasable in the Towns. Buildings that give Gold and Happiness have no maintenance in their yields. An Altar/Temple duo would give +6 Happiness for -5 Gold. It's an acceptable deal, especially if it allows Celebrations and new policy slots to show up more frequently. The Inn is also an interesting building to keep, becoming 3 Food, 3 Happiness for -3 Gold.

I played without really connecting my brain. I need to identify if certain buildings are worth saving. I'm ashamed to say that I don't know if resource Capacity are preserved between eras. It would make the Market or Lighthouse more interesting for the modern era. The question arises as to which buildings should be preserved, and if there is a need for overbuild, which ones should disappear first.

As Specialists give Culture and Science, I wonder if it is not paradoxically one the most profitable to overbuild the cultural and scientific buildings first (alongside Food buildings if the City has enough). Therefore: prioritize Production and Happiness first.

For Ageless buildings, I avoid building them in cities. Aside from those that affect Fishing Boats if the city is coastal (Fishing Quay / Grocer, Grocer being very good for no reason). There will be no more Farms, Woodcutters or Clay Pits, and marginally Mines, Quarries, Pastures and Plantations. I don't think I understand warehouse bonuses. If I understood correctly, a warehouse building gives as much Food / Production as it gives to the tiles. I must be wrong but... this secondary effect is not Ageless? A Granary in the modern era is no longer a warehouse building?
 
I don't think I understand warehouse bonuses. If I understood correctly, a warehouse building gives as much Food / Production as it gives to the tiles. I must be wrong but... this secondary effect is not Ageless? A Granary in the modern era is no longer a warehouse building?
The displayed yields of the Antiquity age Warehouse Buildings seem to be bugged in the Exploration age building queue. They only display their base yields and the yields from the rural improvmeents are not added, while it is OK for the Exploration age Warehouse Building (ex. with 3 Mines, Brickyard saying +1 Producation while Stonecutter displays +6, but the Brickyard correctly give +4 when built)
 
It's usually only +2 of the basic yield.

If an obsolete building produces gold, its yield becomes +2 gold in Exploration age.
If an obsolete building produces Culture and Influence, its yield becomes +2 culture, +2 influence in Exploration age.
And the yield is +3 in Modern age. Adjacency bonuses are lost for obsolete buildings.
OMG... I really thought they kept their original values so I almost never overbuilt and spent my time searching the civilipedia to find out original yields :hammer2:

Man is THIS a shining example of how bad the UI is at giving out crucial information.

So... +2 in explo, +3 in modern. Now I understand why it makes sense to overbuild.
 
A bit confused by the information in this thread.

What is preserved from earlier era building in later building? Is it base yield of earlier building, minus adjacencies? Is it a set amount (e.g. 2 yield)?

Are those yields tied to the TILE or to the building itself? I.e., when I build over that building, is some yield of the former type preserved in the new building via the tile its on? Or does the new building cancel out any former yields?

I have been playing as if an era shift "stamps" the tile with the building yields of a previous era, i.e. part of the base yield of the tile.

But it's possible I just don't understand how base yields work in general, but I assume I build a farm on a tile with 2 food/1 gold/1 production: my understanding was all of those yields are preserved in the farm, as a rural building? But an urban building would wipe those base yields, replacing them entirely with the buildings, and in the new age the age-sensitive urban tiles are stamped as new "base" yields. Am I on the right track at all here?
 
A bit confused by the information in this thread.

What is preserved from earlier era building in later building? Is it base yield of earlier building, minus adjacencies? Is it a set amount (e.g. 2 yield)?

Are those yields tied to the TILE or to the building itself? I.e., when I build over that building, is some yield of the former type preserved in the new building via the tile its on? Or does the new building cancel out any former yields?

I have been playing as if an era shift "stamps" the tile with the building yields of a previous era, i.e. part of the base yield of the tile.

But it's possible I just don't understand how base yields work in general, but I assume I build a farm on a tile with 2 food/1 gold/1 production: my understanding was all of those yields are preserved in the farm, as a rural building? But an urban building would wipe those base yields, replacing them entirely with the buildings, and in the new age the age-sensitive urban tiles are stamped as new "base" yields. Am I on the right track at all here?

Yeah the building only keeps the base yield but those are changed to a fixed amount (2 in Exploration and 3 in Modern). When the building has multiple yields they are both set to that fixed amount so those buildings are more beneficial to keep.
 
I tend to favor making a City completely urban, with a coastal fishing town supporting it. There are "obsolete" buildings that I really don't want to remove. These are the buildings that give Influence: Monuments and Villas (Antiquity), and Guildhalls and Dungeons (Exploration). I build them together on the same tile. I am neither trying to optimize adjacency bonuses, nor to place specialists there. Their yields even improve with the following eras. In the modern era, they give 3 Influence each making a total 12 Influence per City. This is not negligible.

I should add the Altar/Temple duo to the list which includes Monument/Villa and Guildhall/Dungeon. Particularly because they are purchasable in the Towns. Buildings that give Gold and Happiness have no maintenance in their yields. An Altar/Temple duo would give +6 Happiness for -5 Gold. It's an acceptable deal, especially if it allows Celebrations and new policy slots to show up more frequently. The Inn is also an interesting building to keep, becoming 3 Food, 3 Happiness for -3 Gold.

I played without really connecting my brain. I need to identify if certain buildings are worth saving. I'm ashamed to say that I don't know if resource Capacity are preserved between eras. It would make the Market or Lighthouse more interesting for the modern era. The question arises as to which buildings should be preserved, and if there is a need for overbuild, which ones should disappear first.

As Specialists give Culture and Science, I wonder if it is not paradoxically one the most profitable to overbuild the cultural and scientific buildings first (alongside Food buildings if the City has enough). Therefore: prioritize Production and Happiness first.

For Ageless buildings, I avoid building them in cities. Aside from those that affect Fishing Boats if the city is coastal (Fishing Quay / Grocer, Grocer being very good for no reason). There will be no more Farms, Woodcutters or Clay Pits, and marginally Mines, Quarries, Pastures and Plantations. I don't think I understand warehouse bonuses. If I understood correctly, a warehouse building gives as much Food / Production as it gives to the tiles. I must be wrong but... this secondary effect is not Ageless? A Granary in the modern era is no longer a warehouse building?

Some good observations. I would add that since you can't build over resources it is still beneficial to build those warehouse buildings that boost those improvements if you have a lot of them that are boosted by the same building. Also if you have 2 Ageless buildings in a Quarter it remains a Quarter on age transition and completed Quarters next to palace give +1 Science and Culture so it's beneficial to place them next to Palace. This also means that overbuilding next to Palace is more beneficial as well.
 
You always overbuild in high adjacency tiles, especially if you already have specialists there. Most of the times I just build in the tile that gives the highest yield (specialists are already counted in the preview yields), and just don’t care for the small yield I lose from overbuilding.
 
I haven't thought about maintenance either.

On the other hand, I generally overbuild - especially my religious buildings, as they seem to be useless in the new age.
So far (without having played many games), my plan is to leave influence buildings alone.
My calculation is that even a reduced amount of this precious resource is worthwhile.
 
Even with the special abilities that give previous age building yields adjacency bonuses they really aren't worth it almost never and definitely without that they're waste of space and resources. The only time it makes sense to keep the old buildings for a while, generally speaking, is when you really need the happiness. The yields they give are just that low. It is pretty obvious based on a couple of play-throughs imo.
 
I mostly overbuild, and that for several reasons:
1) you've got civics that give production bonus for overbuilding, which means it is more efficient
2) in the previous age you most likely put the building in the best adjacency spot available (ressource, wonder, etc...). So if you put the new one somewhere else it won't be optimal...
3) specialists only works with adjacency bonuses. So leaving a specialist on a previous age building that no longer has any adjacency is just a food/hapinness loss...
4) when building over a rural district, you lose the tile yield, which tends to be more impactfull that the yield of a previous age building (and it would make the warehouse building, which you can't overbuil, useless...)...

So yes, I think overbuilding is the way to go. The only exception is when you add new wonders and create a new optimal spot.
 
I haven't thought about maintenance either.

On the other hand, I generally overbuild - especially my religious buildings, as they seem to be useless in the new age.
So far (without having played many games), my plan is to leave influence buildings alone.
My calculation is that even a reduced amount of this precious resource is worthwhile.
Good point about the influence! I’ll have to keep that in mind.
 
Still a confusing mechanic, what I know is that obsolete building lose adjacency that specialists also benefit from and as mentioned they go back to base value.

So if you have a library and academy quarter next to 2 resources and a wonder, it would have adjacency of +3 science for each building, so total +6 science. Specialist add half to it, so +3 each. If you have 2 specialists there it would also be +6 science. So apart from the base yields of the library and academy, you would get +12 science. This is lost in the next age until you overbuild with new science buildings.
So leaving the quarter with specialists at their base yields and starting a new quarter for science buildings is probably not optimal.
 
Has anyone come up with what they like best to build in the city center?
Unless it's a good spot for a certain building (Library with adjacent resources, Garden next to water), I usually keep it empty during Antiquity. In the capital, it's almost always better to put your first buildings (Granary, Brickyard, etc.) adjacent to the city centre for +1s +1c. In most settlements, I do the same for access to better tiles. At the start of Exploration is usually when I fill the city centre with a Stonecutter because I'd rather keep most yields from old buildings until I have the production to be able to overbuild them quickly.
 
Yeah the building only keeps the base yield but those are changed to a fixed amount (2 in Exploration and 3 in Modern). When the building has multiple yields they are both set to that fixed amount so those buildings are more beneficial to keep.
And overbuilding removes the base yields of the old building?
 
Unless it's a good spot for a certain building (Library with adjacent resources, Garden next to water), I usually keep it empty during Antiquity. In the capital, it's almost always better to put your first buildings (Granary, Brickyard, etc.) adjacent to the city centre for +1s +1c. In most settlements, I do the same for access to better tiles. At the start of Exploration is usually when I fill the city centre with a Stonecutter because I'd rather keep most yields from old buildings until I have the production to be able to overbuild them quickly.
what do you mean +1s +1c? where do those yields come from, when putting next to city center?
 
The one thing that bothers me is that even though I have a golden age building, it still tells me it will overbuild them. With how this game doesn't really show you how much you are losing, I feel it is really annoying they left you overbuild buildings that are still giving really good yields...
 
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