Fishing boat frustration

guenzak

Warlord
Joined
Mar 4, 2009
Messages
155
Probably the stupidest question ever asked but....How the hell do you make a fishingboat?? It says the workboat can create fishingboats but i don't see that option for the workboat after I build one. :blush:
 
After you build a work boat, move it over a sea resource (fish, crabs, or clams). Then, you will see a button on the bottom of the screen that says "Create fishing boats." If you click it, the work boat unit will disappear and be replaced with a graphic that looks like fishing nets and boats. The food yield of the tile will also increase, as expected.

So, a fishing boat isn't a unit you can build: it's a type of tile improvement created by a work boat (much like an oil platform or whaling boats).

Welcome to CFC, guenzak! :beer:
 
Thanks for the welcome Ginger. One other question on this...If a fishingboat can only be built on a tile with the fish resource how do you work a water tile just with just the bread icon for food. I tried moving one of my population to work one of thos tiles but it wouldn;t let me. It is only letting me work land tiles.:confused:
 
In order to work plain sea tiles (or sea tile with a resource, too), you need to have researched the Fishing technology. It's in the top-left of the tech-tree.
 
Thanks. I could have sworn I had the Fishing technology (at work right now :ack: so I can't check) but I will give that a look again :)
 
If you can build Work Boats then you have Fishing. One possibility is the tile you are trying to work is already in use by some other city.
 
If you can build Work Boats then you have Fishing. One possibility is the tile you are trying to work is already in use by some other city.

No, the tile isn;t being used by another civ...it is early in the game and the tile is right next to my city (I have tried different tiles in different cities also and it wont let me move a worker into a sea tile anywhere.). Hummmmm???? Now i'm totally baffled :crazyeye:
 
No, the tile isn;t being used by another civ...it is early in the game and the tile is right next to my city (I have tried different tiles in different cities also and it wont let me move a worker into a sea tile anywhere.). Hummmmm???? Now i'm totally baffled :crazyeye:


No need to move a worker there. Just go into the city screen and click on the tile. If you have the appropiate technology and the tile is in your cultural big fat cross then you can work it. Happy game playing.:king:
 
Don't you have to build a lighthouse before you can work water tiles? I think they come with the Sailing tech.
 
Lighthouse adds an extra food, but isn't necessary to work water tiles
 
You don't need to have a lighthouse to work water tiles, it just gives all the city's water tiles +1 food.

Edit: Ninja'd
 
Work boats will also give you whaling ships once you've researched optics and off-shore oil platforms once you research some other tech that I can't find in the Civ IV handbook.
 
No need to move a worker there. Just go into the city screen and click on the tile. If you have the appropiate technology and the tile is in your cultural big fat cross then you can work it. Happy game playing.:king:

Ah yes, I see. I think. Workers don't actually work the land, Citizens do. You access those from inside your city screen. From there you can move them to what ever tile you want them to work. Workers only build the improvements on your land which give your Citizens a higher yeild on the tile they're working.
 
Work boats will also give you whaling ships once you've researched optics and off-shore oil platforms once you research some other tech that I can't find in the Civ IV handbook.


I think plastics is the final tech that allows offshore platforms.

Side note: Sometimes it's beneficial to have the work boat built and in place a turn or so before you get the applicable tech... so you can hook it up immediately. If that's too much micro-management for you then build it send it to the nearest city then automate the workboat. That way when you get the tech the boat will go to the tile and turn into whatever is needed.
 
I'd suggest not using sea tiles until you have Lighthouses up. Otherwise, they're a drag on city growth.

Since each population point requires two food (the bread icon), working a sea tile without a resource or a Lighthouse only brings in 1 food to that citizen; thus, another food is taken from another worked tile, reducing growth. When you're playing a Financial leader, it's not as bad, since you're netting an extra commerce, which is usually huge in the early game, but still ill-advised.

My two cents.
 
I generally agree with Gooblah; 2 commerce is fine, but the tile can't sustain itself, so lighthouses are all but nessecary.
 
I'd suggest not using sea tiles until you have Lighthouses up. Otherwise, they're a drag on city growth.

Since each population point requires two food (the bread icon), working a sea tile without a resource or a Lighthouse only brings in 1 food to that citizen; thus, another food is taken from another worked tile, reducing growth. When you're playing a Financial leader, it's not as bad, since you're netting an extra commerce, which is usually huge in the early game, but still ill-advised.

My two cents.
This is why probably the reason I had come to think lighthouses were necessary to work water tiles. When I saw the question I jut thought how I always want to build them soon. Lately I've been noticing how, after I build them, sometimes it seems like a struggle to get/keep land tiles worked on. I like coastal cities to have a hill or two but the two food a sea tile provides isn't enough to work that hill. That coastal city needs to have some farmable tiles or preferably some special food recourses in its radius.
 
Usually, light house is a mid to late build for me in coastal cities. An exception would be if I am going for the great lighthouse, in that case I build it ASAP and try to chop / whip the GLH out.

The reason is because you probably have either grassland, special tiles, or production tiles in the coastal city. On grassland, you want the city working the cottages first, because they provide more gold in the long run. Think of it like this: let a coastal city work its land, and when it's done and has some decent production, knock a quick lighthouse out so it can slow-grow on the water tiles and make you some money.

If you manage to get the collosus, building a lighthouse in every coastal city is highly recommended. Or if you're financial civ. If you're both, you should highly consider doing this.
 
Back
Top Bottom