Pottery and other that say "allows" ?

ddd123

Prince
Joined
Sep 26, 2008
Messages
387
There are many techs that says it but do absolutely nothing, pottery say "allows harvesting of wheat and rice" but I am checking now and I have improved wheat before learning pottery, and the city can put a citizen on it as well, so it seem to do absolutely nothing, the yield doesnt change as well...
 
Harvesting is something different from improving.
You do it with a worker, too. You put him on the wheat/rice and click the sickle icon. The wheat/rice gets permanently removed from the map and you get a one time bunch of food. Works with all bonus resources at some point in tech, but not all give food. Removing wood gives production, removing jungle gives food and production, for example.
 
Ah great, thnx, btw is it worth feature in general?
For production it was great in civ 5.
From my small experience it seems food is very valuable since you have to "waste" so many tiles on districts and some wonder that often my cities are stuck with not so much food.
 
If you want to build something else on the tile like a district then it's very very valuable. Once you place the district the feature will be removed automatically but it won't give you any food/production for it. So it's a good use of a worker charge to get that yield early. Just make sure you don't weaken a tile that your city will want to work for the next 100 turns. Non-Riverside forests on hills are also great candidates for chopping.
 
The resources you get from haverest increase with each turn that passes. Late game haverest can reach over 100 resources gained which make it a good idea to haverest most resources in the late game because the value of the resource do not increase, it is only still +1 production or food even in the late game.
 
Yeah you should always remove the resource on tile before you build a district or a wonder on the tile.

It is extreamly unlikely that you have to pay more for the worker charge then what you gain from the harvest.

A good thing to know is that you can harvest stuff outside your city and still get the boost.
 
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Harvesting a resource does take up a worker charge though, doesn't it?
 
Yes but late game harvest is over 100 resources so you need workers that cost well over 500 resources (assuming you use policies) for harvest to be a loss. Food however may be a loss simply because you may value it less then production.
 
Harvesting a resource does take up a worker charge though, doesn't it?

Yes, it does. It's obviously more cost-effective to burn a charge on harvesting a resource or clearing terrain features (woods, jungle, marshes) if your builder-cost-per-charge is lower. So, Chinese builders (+1 charge vs normal builders), post-Pyramid builders (also +1 charge), and builders resulting from builder bonus economic policies (including the +2 charge policies) all effectively reduce the cost of harvesting resources and clearing terrain features.
 
Harvesting is great to get rid of bonus resources once you got your Farm adjacency effects (Feudalism/Replaceable Parts).
Also an okay option to boost wonders and districts when needed.
 
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