Just a quick resource question

mysticx0

Chieftain
Joined
Jun 9, 2010
Messages
8
Im new to the game and have looked for the answer but I cant find it...

If I build a city on some corn for example, does that corn disappear? (as in not usable anymore)
 
No, it will still be under the town. Right click and select terrain info. You will normally not get the bonus from resources under a town. I mean the resouce will be in the empires net, but the tile will not gain the effect.

Later in the game you can get some boost from a resource under a town, but in the main it is better to not found on them. Except would be to prevent pillage.
 
As vmxa points out there are times to found on a resource and times not to. There are 3 resource types: strategic (ie iron), luxury (ie ivory) and bonus (ie wheat). All give food, shield, or commerce bonuses, so I never found on them, except when to prevent pillaging from the AI, or if the optimal city foundation lies right on that very tile (pretty rarely though). And I never found on whales or fish, cause...well, it's impossible. :lol:
 
My experience has been that a city founded on top of a resource won't get food or shield bonuses, but it does always get the gold bonus.
 
That's correct, my post wasn't clear. I normally do found on gold in hills for the commerce and defense bonus. Sorry for the confusion.
 
thanks a lot everyone :)

i tried testing it myself but im still very new to all the stats and how they add up so i was unsure if my testing was correct.
 
Welcome to CFC, mysticx0!

Just to be clear, you are talking about Civ 3, correct? I ask because there's no corn resource in the basic C3C game. Also, just for future reference, we have a thread just for this kind of question: Quick Answers/Newbie Questions.

actually i got the games simply because there was a Mystara mod for it and since I play D&D every week (and have for 25 years now) and i play on that world, i freaked out when i saw the mod. rushed out the next day and bought them lol. so thats where i saw the corn. the mod is a C3C mod.
 
@ Aabra - corn is all there as a resource in basic c3c, but only for the British civvers. :)

templar_x
 
another question i have...

do you build all your cities as close to each other as possible? i often count the spaces to make sure i can found as many cities as possible in my area but i fear the global warming that will eventually come...
 
There are two (or more) schools of thought on city spacing. The experts mostly suggest going CxxC (that's City-space-space-City) and others suggest OCP (Optimal City Placement) which is spread out a bit more (CxxxC or even CxxxxC) to allow for full growth and the use of 21 worker tiles (the maximum for a city).

CxxC has several advantages. Cities are 3 movement points apart, so if a city is under attack reinforcements can get there in one turn (assuming roads are in place). There is no burning need for culture improvements as there are no gaps in your cultural boundaries (except maybe on border cities to reduce the threat of cultural flips). And most likely the game will be nearly over before you can research Sanitation which is needed to build hospitals in your cities to get above the size 12 limit. CxxC means almost all tiles in your empire are being worked by citizens, and thus no wasted tiles.

OCP would be for larger maps, where you expect your empire to be massive, the game to be longer, and you need massive production output. That's about the only benefit I see for OCP... I'll let others chime in with the benefits. A few of the problems are above size 12 cities start getting happiness issues (depending on your game difficulty) and early in the game you have tiles gaps that invite the AI to send in settlers. Also, for most of the game (until your culture border gaps close) there is a lot of your territory that is unproductive. And global warming is caused by population and city improvements, so OCP incurs more global warming than smaller cities with less improvements.

I personally play a bit of both. CxxC on the vertical and horizonal axis, and CxxxC when going diagonally or when terrain calls for it (ie coastline, volcanoes, or adapting to resources on the map). Sometimes I'll go CxC with an AI city if they are on my border and they are parked by a resource, hoping for a culture flip (I play religious tribes, so build lots of culture). In the very least they are one quick tile away for when I decide it's time to attack. :lol:
 
Nice summary, Hellfiredoom. Sometimes, we spend pages and pages debating city spacing. :lol:
I'd
There are two (or more) schools of thought on city spacing. The experts mostly suggest going CxxC (that's City-space-space-City) and others suggest OCP (Optimal City Placement) which is spread out a bit more (CxxxC or even CxxxxC) to allow for full growth and the use of 21 worker tiles (the maximum for a city).

CxxC has several advantages. Cities are 3 movement points apart, so if a city is under attack reinforcements can get there in one turn (assuming roads are in place). There is no burning need for culture improvements as there are no gaps in your cultural boundaries (except maybe on border cities to reduce the threat of cultural flips). And most likely the game will be nearly over before you can research Sanitation which is needed to build hospitals in your cities to get above the size 12 limit. CxxC means almost all tiles in your empire are being worked by citizens, and thus no wasted tiles.

OCP would be for larger maps, where you expect your empire to be massive, the game to be longer, and you need massive production output. That's about the only benefit I see for OCP... I'll let others chime in with the benefits. A few of the problems are above size 12 cities start getting happiness issues (depending on your game difficulty) and early in the game you have tiles gaps that invite the AI to send in settlers. Also, for most of the game (until your culture border gaps close) there is a lot of your territory that is unproductive. And global warming is caused by population and city improvements, so OCP incurs more global warming than smaller cities with less improvements.

I personally play a bit of both. CxxC on the vertical and horizonal axis, and CxxxC when going diagonally or when terrain calls for it (ie coastline, volcanoes, or adapting to resources on the map). Sometimes I'll go CxC with an AI city if they are on my border and they are parked by a resource, hoping for a culture flip (I play religious tribes, so build lots of culture). In the very least they are one quick tile away for when I decide it's time to attack. :lol:
mysticx0, In addition to what HFD posted above, I would just add that under either of those city spacing plans, you should keep an eye on city corruption. You can use CivAssist II or Mapstat (either of which can be downloaded from CFC), and once you start seeing cities hit ~80-90% corruption, start spacing your cities CxC and make them specialist farms. Basically, for specialist farms, water everything around them, build no structures, and hire as many specialists as you can. For more detaills, head to the War Academy for Bede's "The Role of the Specialist Citizen."
 
For those that get into Modern Age warfare and the real possibility of Nuclear Exchange, be wary of Strategic Resource placement. Cities next to and sitting on the modern age resources(oil,aluminum,uranium,rubber) are prime targets. I actually like to place a corrupt city right on top of a aluminum tile and watch it draw multiple nuke hits in one turn, saving other cities.
 
I can just see the town planning .. concentric circles in bright colours ...
 
The good thing is, the AI won't target anything not in the 8 tiles directly adjacent to cities.
 
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