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How do I kill happiness?

Discussion in 'Community Patch Project' started by Wumper, Jan 23, 2019.

  1. cammcken

    cammcken Chieftain

    Joined:
    Jul 25, 2012
    Messages:
    202
    Location:
    Massachusetts, USA
    +1 to mostly everything you said. I like it too. Maybe this is just my perfectionism speaking. Or, maybe I'm just really bad at estimating. I tend to trust the city governor, but sometimes it makes decisions I didn't anticipate. See below. I'm not having trouble, so I'm not turning down difficulty, but I am trying to get better / more optimal. As Stalker0 said above, informed decisions make the game fun.

    Off-topic: Does anyone else notice the city governor sometimes working specialists when more yields can be had (with less food consumption) working a tile? Such as an engineer when a good mine is available. Why would the governor do this?

    Maybe you're just better than me. In some games I make a capital city for GP production, stuff it with farms only to notice most of the farms are unworked. In other games I'll build a manufactury by a city with almost all grassland / ocean tiles, only to notice later that it's doing perfectly fine with production. Infrastructure all up to date.

    Well, isn't that just a case of too much food, not enough production?
     
  2. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    Specialists often produce more than just their specialty yield (as well as Great Person Points).
     
    vyyt and Gazebo like this.
  3. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    4,751
    I think this is something that can be easily forgotten for many people. In VP, honestly a city doesn't need a lot of tiles to work until very late in the game, as specialists tend to take a good amount of your slots. This is especially true with Tradition. Funny enough, a Tradition Capital has the least reliance on terrain overall imo. With the combination of specialists and GPTIs I'm normally working, its common to not work any "standard" tiles.
     
    vyyt likes this.
  4. tu_79

    tu_79 Warlord

    Joined:
    Feb 11, 2016
    Messages:
    6,215
    Location:
    Malaga (Spain)
    You can make a rough estimate. If you can plow a farm triangle, that gives support for at least one guild. If you can work 3-5 mines or 4-5 pastures, or 3-4 quarries (or a mix), that's an excellent production city. If it has some luxuries, that will make a good trading city.

    I'd recommend to settle at least one city very close to your capital, so you can put that other city to work on great people tile improvements when the capital no longer wants them. As for the other cities, place them where they can work at least 4-5 resources, unless your civ has an unique improvement, then you can settle them closer if you need an early boost, or farther if you think you can survive the early game easily.
     
    vyyt and cammcken like this.
  5. cammcken

    cammcken Chieftain

    Joined:
    Jul 25, 2012
    Messages:
    202
    Location:
    Massachusetts, USA
    Thanks! These are exactly the specifics I need to ease my mind. You're the real MVP in this thread.
     

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