having touble grasping the basics

I also noticed the fort on the wheat outside of the cross. This sceams 'automated workers'. As a rule do not ever, ever, ever (unless you're one of the diety level players on the board) automate workers. This is probably why your land is improved so poorly.
You can't say "don't automate" unless you provide a guide to improvements that is better than the AI.

Anyway, the AI is smart enough to chop jungle, which proves he didn't automate.
 
You can't say "don't automate" unless you provide a guide to improvements that is better than the AI.
Wow, dude, crazy ninja post editing there. :lol:

Anyway, there's a great guide to improvements in the game. You just press F12 and navigate to the relevant section. I use it all the time. ;)
 
i only automated trade routes, i dont really care where idle workers build roads, as long as they get built.... but i dident realize untill late in this game that they were building forts everywhere too
 
i only automated trade routes, i dont really care where idle workers build roads, as long as they get built.... but i dident realize untill late in this game that they were building forts everywhere too

Build Trade Network is more than just roads and railroads. Workers also build the necessary tile improvement for every resource inside your borders. If that resource happens to be outside of a city's fat cross, then they will build a fort on it.
 
just a quick recap

on another note, i thought i would try out some xfire features, im going to give a new game a try, if you want to join in and see whats going on, im hosting a live broadcast, located here

http://www.xfire.com/live_video/adecoy95/

i should be playing for a few hours before i get sleepy.

stop in :D
 
i had no idea, when you say resources, do you mean like corn/rice etc?

That is what 'resources' means, yes. Basically, when you press Ctrl+R, every little bubble that comes up is indicating a resource.

This is distinct from 'tile yields', which resource tiles but also most other tiles in the game give.
 
That is what 'resources' means, yes. Basically, when you press Ctrl+R, every little bubble that comes up is indicating a resource.

This is distinct from 'tile yields', which resource tiles but also most other tiles in the game give.

ah ok, cool.

this is my savegame for now, i think my cities are doing better, i built tons of farms xD

i also disabled tech trading in this game, to try and slow down the ai some
 

Attachments

The fat cross is a 5x5 square minus the corners.
 
You can't say "don't automate" unless you provide a guide to improvements that is better than the AI.

Anyway, the AI is smart enough to chop jungle, which proves he didn't automate.

True I realized I didn't say what I meant which was he used automate build trade network. As for a guide to improvements that is better than the AI; let's see if I can imitate you:

Build farms to get food where you need it. Build cottages to get commerce (science/gold/culture/espionage) when you need it. Build mines and workshops when you need hammers. Build resource specific improvements (farms for agriculuture, pasture for livestock, plantation for calander resources (dye,spices,silk,sugar,etc) when you get the neccesary resource. ((Free of Extranious Information, right? ;) ))

A good distinction is between 'green tiles' and 'brown tiles'. It takes 2 food to keep 1 tile worked (or a specialist if you are running them) so if a tile has 2 food then when you work it the civilian pays for itself foodwise. Beceause of this health and food are the limiting factors for city size. Many of your cities are built with tons of plains which only provide 1 food; and with no corn/rice/pigs/fish/clams etc you don't have the surplus food to run brown tiles. Not that every city has to have the 20 tiles in the BFC (Big Fat Cross, the tiles a city can work) worked; usually you build optimal cities that get anywhere from 16+ tiles worked, then you settle secondary cities to work important tiles that could not fit in your main cities, these will only work from 6-12 tiles usually. There is a good article in the war academy that I basically stole this infromation from. You should check it out.
 
Link to the article?
 
True I realized I didn't say what I meant which was he used automate build trade network. As for a guide to improvements that is better than the AI; let's see if I can imitate you:

Build farms to get food where you need it. Build cottages to get commerce (science/gold/culture/espionage) when you need it. Build mines and workshops when you need hammers. Build resource specific improvements (farms for agriculuture, pasture for livestock, plantation for calander resources (dye,spices,silk,sugar,etc) when you get the neccesary resource. ((Free of Extranious Information, right? ;) ))

are you sure that the trade network automation only builds roads and railroads? I mean, I think I've had my trade network automated workers also build those forts on aluminium and iron mines for example... Maybe it happens after there's at least a single road/railroad connection between all cities...

that is, no more trade network building is "possible"?

but thanks for the info, I never knew that railroads also give bonus to mines :eek:
But I've built them quite regularly to my lumbermills though.

I don't know why I tend to keep my forests around, especially those that aren't on rivers, I tend to chop only those woods that I can replace in the future with watermills
:blush:

in the very early game plains/forest seems to be better tile than any that would replace it though. unless you're caste society and build grassland/workshops, then it should be the same (with workshop getting bonuses at guilds and somewhere else as well...)
 
When trade network is automated, workers will improve any resource with the appropriate improvement. If a mine had been built on, say alu, and its outside of any city's BFC, then they will replace that mine with the appropriate improvement, the fort. This is quite useful, as bombing runs and maybe even spies are not as effective at removing them.
 
you still get the corporation bonuses for example if the mine gets replaced this way?
 
Laurwin, a fort in BtS does everything a resource-specific improvement does, except it doesn't give you the yield bonus.
 
Laurwin, a fort in BtS does everything a resource-specific improvement does, except it doesn't give you the yield bonus.

I can't tell if you are being sarcastic or not. Are you saying that when the AI builds a fort on top of the resource outside your BFCs then you gain access to it as a trade resource? If this were to be true than there would be nothing wrong with auto-roading when you unlock railroads (if your workers have nothing better to do).
 
I can't tell if you are being sarcastic or not. Are you saying that when the AI builds a fort on top of the resource outside your BFCs then you gain access to it as a trade resource? If this were to be true than there would be nothing wrong with auto-roading when you unlock railroads (if your workers have nothing better to do).
I'm not being sarcastic at all. :confused: If the resource is in your borders, then yes, a Fort grants you access to the resource (as in you can trade the resource and you get :)/:health:/:hammers: bonuses from it). The whole reason they build Forts if it's not in a BFC is because if it's outside a BFC then you can't work the tile anyway, so the yield bonus from the resource-specific improvement is wasted; so they might as well put an improvement there that will allow you to defend the resource while still gaining all its bonuses.

I don't even have BtS and I know this.
 
I still think the auto trade workers make a poor choice in building forts however, as forts take much longer to build than the relevant improvement. Do they build forts over oil before combustion btw?
Shame auto workers don't prebuild forts under existing improvments, that would be a very handy feature!

@Comrade forts in BTS can do a lot of useful things, ranging from connecting resource to acting as ports for overseas trade to working as ship canals. Theres a guide here. The most rare useful job for them in my experience is oddly enough land combat.
 
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