AspiringScholar
King
How much does having a spy unit (not specialist) in your city square reduce the odds of a successful espionage mission being carried out against you there?
You are pretty much stuck. You can windmill the hills and use 2, but that does not give you the silver bonus yield. I probably would have put the city 1 S 2 W to get the deer.I didn't think about food before founding this city. Is there any way to improve it so that I can work more than one of the hills tiles, or am I just stuck with this?
Playing without any mods.
(and yeah - in hindsight I should've settled on the hill one tile south, so that I could've cannibalized the wheat)
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You are pretty much stuck. You can windmill the hills and use 2, but that does not give you the silver bonus yield. I probably would have put the city 1 S 2 W to get the deer.
Offering a little unasked advice, if you are focussing on commerce you need to understand how the per city cost goes up with city number. There is an article about it somewhere here, but it is quite possible that if you have a few cities another city here to get one silver and a few sea tiles will cost much more in maintenance than it will bring in in commerce.Yeah, that's also a pretty good spot now that you mention it.
I think my solution will be to put a city 1 S 3 W, next to the deer, and then grab the second silver resource (and the iron resource) from there, while this city slowly grows to cover all water tiles plus eventually the silver tile). It's still a decent return on commerce, which I'm focusing on anyway this game while I try to get a better understanding of how various strategies feel (e.g. last game I went all-in on food and specialists).
Offering a little unasked advice, if you are focussing on commerce you need to understand how the per city cost goes up with city number. There is an article about it somewhere here, but it is quite possible that if you have a few cities another city here to get one silver and a few sea tiles will cost much more in maintenance than it will bring in in commerce.
The critical number is not the maintenance reported in the city screen, it is the cost of having that city. Because the maintenance of all cities depends on the city number, the actual cost of a city may be much more that what is reported. As a learning tool you can save the game, go into world builder and delete the city. You can see how this affects your total maintenance bill. You may be surprised how much that is for a city close to your capital in a big empire, or you may not as you understand it fully, I don't know. The post this is based on is here, and has the below graph. This is based on small cities (size 1 IIRC?) so will be larger for larger cities, but if you can get 50 commerce from it you are probably winning.Yeah, that's fair enough. I do know how maintenance works. It's close to my capital though, so with a Courthouse I think I should be able to get the maintenance down to at most 4 gold or so even in the late game, and at that point I'd get 34 commerce from tiles, which probably rounds up to 50 or so with trade routes, so that should get me 10 gold per turn even at 20% gold rate, not counting modifiers such as the Market.
Also, I actually edited in a question, but you were too quick to reply, based on the post and edit timing, so I'm assuming you missed it.
Someone built the Apostolic palace. It gives everyone hammers for those religious buildings.EDIT: Also, I actually have a second question. My state religion buildings show that they give +2 production, and I'm not sure where this comes from? I don't have the Holy City, is it influenced by something another civ did? (note: I don't have any religions other than my state religion anywhere, so I can't check whether it's actually unique to my state religion)
The critical number is not the maintenance reported in the city screen, it is the cost of having that city. Because the maintenance of all cities depends on the city number, the actual cost of a city may be much more that what is reported. As a learning tool you can save the game, go into world builder and delete the city. You can see how this affects your total maintenance bill. You may be surprised how much that is for a city close to your capital in a big empire, or you may not as you understand it fully, I don't know. The post this is based on is here, and has the below graph. This is based on small cities (size 1 IIRC?) so will be larger for larger cities, but if you can get 50 commerce from it you are probably winning.
Someone built the Apostolic palace. It gives everyone hammers for those religious buildings.
@Aspiring Scholar: Since the Civ4 dll is public these formulas are indeed known. The only full reference I know is in German though. I have made a spreadsheet to calculate settling costs. Could link it here but that would probably require adding some explanation and sanitizing the metadata.
@AspiringScholar Spreadsheet is attached. Most numbers should be self-explanatory. You can find the numbers to be plugged in at the top in a table on the right side spearated by difficulty and map size. "ORG" constant is either 0 or 1 depending on whether you have the trait or not. Only tricky number is the "MaxPlotDistance". This is the largest plot distance between tiles on the map. So for a m x n cylindrical map this would be the plot distance of (m/2,n-1) which is equal to max(m/2, n-1) + min(m/2, n-1)/2 rounded down.
Again, very broadly speaking, early on food is king, and there's significant overlap between how strong a tile is and how much food the tile (or the city working the tile) has. Some people - including myself - would call a literal goldmine a weak tile in the wrong circumstances, and most of those circumstances have to do with food. Of course that's not to say that food yield is everything. A goldmine can be one of the most powerful tiles in the game if circumstances are right for it (gem mines are better, and surprise, that's because they spawn on 2For strong tiles, I know food resources obviously qualify, other than that, which ones do?
I rarely build them until they get the extra hammer, but after this they are as powerful as the other flatland improvements. Generally food is power early, so they are not as common early as others, but later when food is more plentiful they can be the most powerful improvement.Am I the only one who thinks worshops are worthless? Like the -1 food is just too much of a penalty which newer ever makes them worth using.