freshwater

Arcite36575

Warlord
Joined
Jun 17, 2003
Messages
119
Since breweries got nerfed, I was wondering whats the advantage to starting a city next to freshwater now.

Isn't it like +2 to health or something similar. Any other bonuses to the city?
 
As big of a pain in the ass as it is to build health buildings in FfH, that free 2 health is a pretty big deal.
 
+2 health? Wow, even more reason to build near fresh water. High beginning health is very helpful to a good start.
 
Especially since on the high difficulties your health will be low. On Deity the base health is only 2, the of the early health comes from forests and fresh water.
 
I frequently get confused when it came to placing cities next to rivers as opposed to the site one tile away.
To sum it up, the remaining reasons to place a city next to a river are:
- +2 health
- possibility to build the brewery national wonder
- getting trade routes with surrounding tiles slightly earlier, so you don't have to research exploration immediately.

As it is, I wonder why aqueducts give +2 health to cities that already have fresh water. If it gave fresh water to the city tile instead of that straight health bonus it would:
- Make sense
- Have the same effect on most cities
- Make the effect of fresh water more obvious to the less advanced players, helping a tiny bit with the steep learning curve
- Make riverside and non-riverside cities more equal in the long term, giving some people (like me) less of a headache when placing cities
- Allow for more mechanics that have fresh water as a prerequisite, like events or maybe making it a requirement for some buildings
- Maybe solve some issues of cities not spreading irrigation

Just saying...
 
I frequently get confused when it came to placing cities next to rivers as opposed to the site one tile away.
To sum it up, the remaining reasons to place a city next to a river are:
- +2 health
- possibility to build the brewery national wonder
- getting trade routes with surrounding tiles slightly earlier, so you don't have to research exploration immediately.

As it is, I wonder why aqueducts give +2 health to cities that already have fresh water. If it gave fresh water to the city tile instead of that straight health bonus it would:
- Make sense
- Have the same effect on most cities
- Make the effect of fresh water more obvious to the less advanced players, helping a tiny bit with the steep learning curve
- Make riverside and non-riverside cities more equal in the long term, giving some people (like me) less of a headache when placing cities
- Allow for more mechanics that have fresh water as a prerequisite, like events or maybe making it a requirement for some buildings
- Maybe solve some issues of cities not spreading irrigation

Just saying...

-Screw you even more in regards to getting Health because all of your carefully planned cities would have two fewer Health in the long run.
 
A new building (I know you want to build units instead) that gives health remedies the problem. Sewers anyone?
 
+ extra defence which can be really impressive when taken into account
- movement penalty if roaded across river (at which tech is this neglected?)
 
+ extra defence which can be really impressive when taken into account
- movement penalty if roaded across river (at which tech is this neglected?)

I've used the extra defense from rivers to great advantage. It does sometimes also hinder you from protecting adjacent tiles from the city though. Forcing you to move a warrior out when the barbarian warrior approaches etc.

The road movement penalty across rivers is overcome at Construction I think. It says "Enables Bridge Building".

Blight makes every point of :health: precious.

Note that while any health is good, health from buildings actually reduces the effects of Blight. (Not sure how much exactly, but probably at least worth twice any other health.)

Edit: Curse your edit, Emptiness. :p
 
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