yogiebere
Civilization City Planner
What do you think of all the improvements? Only having played 1.5 games, here's my take on them so far:
Basic Improvements:
Farm: available very early but felt rather weak in the mid game as compared with markets and mills. Gets huge boots from Imperialism or Freedom. The adjacency bonuses are nice but I didn't feel inclined to spam farms to get a +2 adjacency, triangles seemed the right balance. Especially seems the best improvement next to rivers.
Mill: the other option besides cutting all the forest/jungle into farms/markets. A rather weak improvement by itself, but allows you to keep forest/jungle which is quite strong with Herbalist and Workshop. It seems worth keeping some forest/jungle in cities for a strong midgame production boost when Machinery/Workshops come online.
Mine: seems fine especially when you get forges for a pretty early +2. Seemed very outclassed by midgame Mills and especially by Terrace Farms when I was playing the Inca.
Village: pretty awesome, was giving +1 prod, +4 gold, +1 culture in midgame. Obviously requires careful positioning with no adjacent village allowed and city connection giving bonuses (place near roads). I found myself nestling these next to luxury and bonus resources allowing open bonus-less terrain to form farm triangles.
Resource Improvements:
Camp: obviously necessity for luxuries, but with deer/bison didn't feel particularly strong. Worse than Bananas and a bit better than a farm. Great if your deer have forest though.
Fishing Boats: obviously necessity for luxuries, fish didn't feel particularly strong either until midgame with Harbors and Seaports.
Pastures: seemed pretty great, like Vanilla but with even better scaling. The +2 from Stable is a huge boost
Plantation: liked these more than Vanilla as well as bonus +1prod from Herbalist is a strong early boost.
Quarry: pretty strong!! A desert stone with stone works gets a full +5prod, pretty darn good for desert, not to mention on a decent tile as well.
Civ-Specific Improvements:
Brazilwood Camp: quite niche, just for culture, but quite a bit stronger than in Vanilla, much needed buff
Chateau: similar to Brazilwood Camp these seem pretty decent with the addition of food
Eki: cool new improvement: seems like farms but a bit stronger, big variety of yields. Do you spam these as the Huns?
Encampment: rather similar to Eki, seems quite good
Feitoria: wow, seems crazy powerful. Obviously limited tiles you can place on however.
Kasbah: seems good, strong but limited placement.
Kuna: looks great, never had a straight up science tile before other than Academy. Still probably wouldn't spam these.
Maoi: wow even stronger than Vanilla didn't think that was possible. Not useful on Pangaea however.
Polder: quite good but not all that powerful given it's fresh water reliance and Netherlands' weakness overall.
Terrace Farm: love these, found myself building them on some hills even without mountains next to them.
Any of the above I've misjudged that you love or hate?
Basic Improvements:
Farm: available very early but felt rather weak in the mid game as compared with markets and mills. Gets huge boots from Imperialism or Freedom. The adjacency bonuses are nice but I didn't feel inclined to spam farms to get a +2 adjacency, triangles seemed the right balance. Especially seems the best improvement next to rivers.
Mill: the other option besides cutting all the forest/jungle into farms/markets. A rather weak improvement by itself, but allows you to keep forest/jungle which is quite strong with Herbalist and Workshop. It seems worth keeping some forest/jungle in cities for a strong midgame production boost when Machinery/Workshops come online.
Mine: seems fine especially when you get forges for a pretty early +2. Seemed very outclassed by midgame Mills and especially by Terrace Farms when I was playing the Inca.
Village: pretty awesome, was giving +1 prod, +4 gold, +1 culture in midgame. Obviously requires careful positioning with no adjacent village allowed and city connection giving bonuses (place near roads). I found myself nestling these next to luxury and bonus resources allowing open bonus-less terrain to form farm triangles.
Resource Improvements:
Camp: obviously necessity for luxuries, but with deer/bison didn't feel particularly strong. Worse than Bananas and a bit better than a farm. Great if your deer have forest though.
Fishing Boats: obviously necessity for luxuries, fish didn't feel particularly strong either until midgame with Harbors and Seaports.
Pastures: seemed pretty great, like Vanilla but with even better scaling. The +2 from Stable is a huge boost
Plantation: liked these more than Vanilla as well as bonus +1prod from Herbalist is a strong early boost.
Quarry: pretty strong!! A desert stone with stone works gets a full +5prod, pretty darn good for desert, not to mention on a decent tile as well.
Civ-Specific Improvements:
Brazilwood Camp: quite niche, just for culture, but quite a bit stronger than in Vanilla, much needed buff
Chateau: similar to Brazilwood Camp these seem pretty decent with the addition of food
Eki: cool new improvement: seems like farms but a bit stronger, big variety of yields. Do you spam these as the Huns?
Encampment: rather similar to Eki, seems quite good
Feitoria: wow, seems crazy powerful. Obviously limited tiles you can place on however.
Kasbah: seems good, strong but limited placement.
Kuna: looks great, never had a straight up science tile before other than Academy. Still probably wouldn't spam these.
Maoi: wow even stronger than Vanilla didn't think that was possible. Not useful on Pangaea however.
Polder: quite good but not all that powerful given it's fresh water reliance and Netherlands' weakness overall.
Terrace Farm: love these, found myself building them on some hills even without mountains next to them.
Any of the above I've misjudged that you love or hate?
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