Industrial trait

bradbowen

Chieftain
Joined
Feb 16, 2002
Messages
95
I don't fully understand how the industrial trait works. The faster working workers are great but it is the second componant that I do not understand. The civlapedia says that you get extra shield production in the city square of cities and metros.

In my current game I have several cities that are size 12. Two of them do show 2 sheilds being produced in the center tile but the rest only have one shield being produced. Can anyone explain why? I have not yet discovered railroads so that is not a factor.
 
Go to Map settings and choose 'clean map' or something like that. I think that CTRL-SHIFT-M also does this. You want to see the tile your city square is on.

I think you should expect to see the following at size 7 to 12:

Floodplains = no extra shield
Grassland (unshielded) = no extra shield

Hills, Plains, Desert, and Grassland (with shield) should provide industrious with the +1 shield at size 7-12.

I think the idea is that:
(a) if a tile does not normally produce a shield, then the industrial +1 bonus simply replaces the city square bonus, and
(b) if a tile normally produces a shield, then the industrial bonus gets added to the tile's shield.

I don't know why, but I see this in my games with industrial civs.
 
thanks muppet

How does commercial work?

I am trying to evaluate the different attributes. Right now, I like militeristic, religious, industrial, and expansionist. I think that scientific is weak and probabaly commercial is weak as well.

Exapntionist is surprisingly good.
 
Originally posted by bradbowen
thanks muppet

How does commercial work?

I think that scientific is weak and probabaly commercial is weak as well.

Exapntionist is surprisingly good.

Couldn't argue more. Greeks are by far my fav civ, and they are mmm... scientic and commercial. Cheaper libraries/univs, free techs less corruption, + more commerce = unbeatable.

I like Persia and France as well for their industriousness. I think expansionistic is the absolute worst. The scout is nice, but pottery for a starting tech? OUCH. Plus the better goody only help you for so long, and usually make the AI gang up on you.
 
Originally posted by Exsanguination


Couldn't argue more. Greeks are by far my fav civ, and they are mmm... scientic and commercial. Cheaper libraries/univs, free techs less corruption, + more commerce = unbeatable.

I like Persia and France as well for their industriousness. I think expansionistic is the absolute worst. The scout is nice, but pottery for a starting tech? OUCH. Plus the better goody only help you for so long, and usually make the AI gang up on you.

Expansionist has been improved with the newest patch -- youre more likely to get settlers. So that is good. But expan has no lasting value, which does relegate it to the bottom of the pack IMO.

My fave combination at the moment is Sci/Relig -- great for keeping up with Tech and very dynamic for wars, plus cheaper culture buildings!
 
On a Huge Map, especially large continental or pangea ones:

Commercial - really shines brightly. Permits as much as an entire extra ring of productive cities around Cap or FP. Also more forgiving -- you can REX pretty randomly and still have plenty of time to find an eventual FP location before corruption becomes crippling. The extra gold at size 7 helps pay for some aquaducts and extra workers.

Industrious - hard to really give a value to industrious. Though, I personally have no dislike of it. It makes the game more enjoyable for me, the player, whether the extra shield, food, or road connection in 1/2 time actually helps much. EX: in semi-fringe cities facing some corruption, it'll be your 3rd. mined shielded grass tile + pop growth to 3 or 4 before you see an extra shield vs. say the scientific trait where the library is reduced by 1/2 price (the price reduction is corruption free)!

Expansionist - I like to play with it, but I also like to not play with it.:) If the random number generator likes me, I get all the ancient era techs before plus a few settlers before 1,000BC. It can simply propel you to an ancient era wonder or two without any sacrifice to REXing. This in turn translates also to like 2,000 gold entering 0BC with a comfortable tech lead and enough treasury to deficit research my own techs to pick up Sun Tzu's or Sistine as well. If its that time of the month for the RNG, then uhm... it's like warrior, warrior, gold, warrior, gold, map, gold, map.... a complete waste!
 
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