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Harvesting resources

beorn

Prince
Joined
Sep 12, 2001
Messages
387
Location
Albion, NY
I've been hearing about the new ability of a builder to harvest resources for a one time haul, as opposed to building an improvement to exploit the resource long term.

So far, this has sounded like a strategy for using when you plan to plunk a district down on that tile... But is this harvesting limited to your own tiles? Can a builder go out and harvest resources from further out? It would make for a very aggressive strategy to harvest in areas you never plan to settle yourself.
 
Yes, it seems like it could be a helpful tool. Especially if the location of a city has limited tiles, and sacrificing one bonus resource for a district or wonder is a better choice.
Or if you need to rush a wonder, harvest some stone or something.

No idea, but I don't think you should be able to harvest outside of your borders. Seems extremely too powerful- all you have to do is build a few builders at the start of the game, and pillage the hell out of any land not near you. No other civs can build good cities. Seems way too OP
 
kampori: Perhaps, but you're theoretically wrecking your own longterm expansion plans by doing so. Whether or not it's balanced is, of course, another question.
 
Yes, it seems like it could be a helpful tool. Especially if the location of a city has limited tiles, and sacrificing one bonus resource for a district or wonder is a better choice.
Or if you need to rush a wonder, harvest some stone or something.

No idea, but I don't think you should be able to harvest outside of your borders. Seems extremely too powerful- all you have to do is build a few builders at the start of the game, and pillage the hell out of any land not near you. No other civs can build good cities. Seems way too OP

I could see something which would compensate that....
if an area is particularly barren of resources (because of harvesting) new resources could randomly pop up in 'non district'/'non wonder' tiles.. to reach a certain balance

[and there is the cost of the builder]
 
If it works like chopping forests in Civ V, tiles outside your borders/far from your cities will provide dramatically reduced yields. Given that every builder charge effectively costs hammers (and slightly increases the cost of future builders), I doubt that harvesting yield-reduced tiles would be an effective investment.
 
Does kind of remind me of this herder mod for CiV. You could go out and round up any pasture resources to plop back down in your own territory. Was kind of broken since the ai didn't use it but it was fun. Especially when playing the Huns.
 
I really dont think we'll be able to harvest resources outside of our borders. Would probably be OP or broken especially in MP.

But, i can see the point of harvesting a resource. It's all about the numbers but an immediate boost early in the game to rush say stonehenge or to give an important Pop boost harvesting a wheat or rice might help snowballing early.

That's something i'll definitely do some math on. From what i remember from LP's i think harvesting a wheat gave something like 30 food, if not more. If it equals to something like getting 2 pop in one turn or so vs waiting 15 turns, it might be worth it if you can make that investment pay for the long term loss of yield.

EDIT : some food for thought as i just watched some LPs to grab a few info:

- Harvesting some cattle would grant 34 food (source Quill's LP)
- In Marbozir's LP, at turn 0 his city requires 6 turns to grow with +4 food per turn = 24 food to grow
- Still in Marboz's LP, his city requires 6 turns to grow to pop 3 with +7 food per turn = 42 food to grow.

So it would appear to not be that much interesting to harvest. As for instance, for Marbo (though he has a decent food dirt around his spawn) it would shaved 8 turns of food production or something. not sure i'd waste a resource for that. But i guess if you consider the spot being very interesting for a specific district, it s still something to consider.

Harvesting probably wont be something we'll use often.
 
In the later game housing may be the limiter to your growth. In the early game resources are good but Im not sure if they will be as important as they was in previous civ games. There are a pathernon that give faith then you haverest resources so that may be something to consider.

With feudalism you farms get an minor adjency bonus and sewers which you get later may reduce how much food people eat. Gathering resources may be good even in the early game to get a jumpstart which can effect the rest of the game.
 
I wonder what kind of harvesting our builders are doing to make those animals/crops vanish from existence without leaving any trace.

Too late for sugestions now, of course but... why can't we move crops/animals to suitable adjacent tiles in the same city, rather than make them disappear? 1 builder charge for moving 1 tile, problem solved.

Oh well, harvesting, aka cleansing is better than nothing I guess.
 
Personally, I quite like this mechanic but I don't feel like it has reached its full potential yet. The way I see it, there should be three options:

1) Harvest, removing the resource from the map and adding it to your empire's resource pool
2) Cultivation, adding food, production or commerce yields to those tiles (build a farm, mine, camp or plantation)
3) Preservation, leaving the resource alone in return for non-vital yields (culture, science, faith, tourism and appeal) by building a national park or a preserve or an observation post.

This would apply to all resources,

e.g. 1: harvesting wheat, should allow that city to build a "brewery", which provides the "beer" luxury resource, which you can trade, while cultivating the wheat by building a farm on top provides an extra +1 food bonus to that city and preserving the wheat by building a park on top of it, increases its appeal and add +1 culture.

Similarly, you can choose to hunt exotic animals on the map for Furs luxuries, build a camp/pasture to domesticate and sell them in your cities (provides +gold on that tile ), or build a preserve where you study the animals, providing science.

Or for instance, when it comes to Iron ore: Do you completely excavate it, so you can build units with it, do you build a mine for extra tool production in the city (= extra production yield) or do you leave the ore alone for extra appeal and the ability to attract extra tourists to these beautiful reddish hills?

Preservation and Cultivation can be made more appealing by founding a pantheon which improves yields of either tile improvements or the flat resource itself. (the usefulness of harvesting seems obvious if that's the only way to obtain and trade resources)

This can also be tied to hidden agenda's (Ecologist could be a valid HA, aka someone who HATES people who harvest or cultivate their civ's natural resources)

AS for the mechanic as it is right now... Harvesting seems occasionally interesting, if you need the food in a pinch, but i feel like it's almost always better to not do so, as the extra tile yields will have a higher longterm benefit.

Finally, slightly OT but... I feel like chopping rainforests and removing marshes should yield food and gold respectively, especially as chopping forests already provides production, so...
 
There is also a pantheon choice that gives you faith every time you harvest a resource. This could be quite useful for some strategies, I presume.
 
There is also a pantheon choice that gives you faith every time you harvest a resource. This could be quite useful for some strategies, I presume.

Perhaps for civilization that play a heavily district based strategy. Considering you'll need the space for districts, there's a point in rushing early population to get to the next limit in district per city. Synergizing that with fait would make sense then but i guess you would need to rely heavily on clusters of farm, wonders and buildings to compensate the lack of extra food from tiles.

Really, CiVI makes me feel like there are a lot of valid strategies. I hope it doesnt feel differently after a few game due to some balance issues.
 
I have one major issue with this, and that is if some AI Civilizations will go all gung-ho with harvesting, and thus destroying the potential of the land you want to claim in the future. I just can see it before me how you realize there is only two sources of iron on the your landmass, both next to an AI city and you race just to take it before it is harvested... Could be terribly annoying... Or reducing all luxuries, making conquest much less interesting.
 
Decided to look a few more LP's starts to see if i could grab some more Harvest Yields, here's what i got so far :

- Rice : 29 food
- Wheat : 34 food
- Sheep : 34 food
- Cattle : 34 food
- Copper : 59 gold
- Deer : 47 hammers

EDIT : Numbers from quick speed games
 
I have one major issue with this, and that is if some AI Civilizations will go all gung-ho with harvesting, and thus destroying the potential of the land you want to claim in the future. I just can see it before me how you realize there is only two sources of iron on the your landmass, both next to an AI city and you race just to take it before it is harvested... Could be terribly annoying... Or reducing all luxuries, making conquest much less interesting.

from what i saw so far, only bonus resources can be harvested. Luxuries cannot, this i'm sure of. Strategic i think there wasnt an harvesting icon available either.

EDIT : just checked Marboz's LP as i knew he got some iron. No harvesting icon available. I'm thinking it would have been a good thing to still have that opportunities for strategic resources as at some point they become irrelevant.
 
Can strategic and luxuries be harvested? Are not harvesting limited to bonus resources only?

Farms can provide up to atleast +4 food now which is a huge increase compared to only +2 food in civilization V. And Sewers may reduce the amount of food people eat which will reduce the need for food.
 
Could be fun to play locusts style : play as scythia, take faith from harvest pantheon, get belief that let's you buy units with faith.

Invade cities, harvest all resources in conquered land for faith and unit production take capital, give ask other now worthless cities back, rinse repeat
 
I think better sanitation would make it easier to keep a large population in the city and that could be represented by reduced food maintenance.

get belief that let's you buy units with faith.
Is it not a card that allow you to purchase units with faith. Crusader as a founder belief seems to be a strong pick.
 
Decided to look a few more LP's starts to see if i could grab some more Harvest Yields, here's what i got so far :

- Rice : 29 food
- Wheat : 34 food
- Sheep : 34 food
- Cattle : 34 food
- Copper : 59 gold
- Deer : 47 hammers

Thanks for putting this together! I've seen the 34 food resources but didn't know deer was 47 hammers.

Harvesting food early in the game, or early in a city's life, is probably going to make sense as a growth-kicker. You'll be able to work more hammers sooner as a result of more population, assuming you can get 2 points of population out of the harvest.

I'd only harvest hammers if I was racing for a wonder like stonehenge. I'm on the fence about copper. Obviously, we'll have to see all the final numbers to decide. Cool little mechanic.
 
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