Quick Answers / 'Newbie' Questions

Settling a city can never decrease the yield of a tile. So if the base yield of a tile is higher than 2/1/1 in any category the city center will keep it. For example a wine tile on a plains hill with a river is 0/2/2 so after settling you get 2(city minimum)/2(tile)/2(tile) .
 
Note that settling a city destroys any feature on that tile, such as forest or flood plains, so city tile yields won't be influenced by those.
 
Settling a city can never decrease the yield of a tile. So if the base yield of a tile is higher than 2/1/1 in any category the city center will keep it. For example a wine tile on a plains hill with a river is 0/2/2 so after settling you get 2(city minimum)/2(tile)/2(tile) .
But if it's higher than the base you always get that value instead?(aside from stuff on the tile that is destroyed)

No way for a city tile to be mined or irrigated? No phantom irrigation for city tile like in Freeciv?
 
Note that settling a city destroys any feature on that tile, such as forest or flood plains, so city tile yields won't be influenced by those.
Forest tiles for sure, but "flood plains" is something that can be destroyed? Like iron is a feature/special on a tile and placing a city on iron doesn't destroy it.
 
Resources are their own thing which indeed aren't destroyed, but Flood Plains are mechanically a feature that adds +3:food: and +0.4:yuck: to a Desert tile (technically any tile, but on regular maps it only spawns on riverside deserts). Not sure why it was programmed that way, but it's what it is.
 
There is mechanisms for caping how much tech you can get from AI. Like the more tech you trade with AI the more resistant AI is to tech trading in the future. Would someone please link me to the details of how this works.

Read Kaitzilla's article "Civ illustrated : Know your enemy" I think it explains that and gives the values for different AI leaders.
 
I like it when an
So it doesn't matter if a forest tile has a road, lumbermill , or camp on it for its spread influence for empty tiles?
Correct. Only a forest preserve will effect the chance to spread to empty tiles.
 
Worker can't get experience though, so maybe it's better?
 
(so the answer is 'no', to be clear :P)
 
Techs have a branching system where if you have one of the branches you can research a tech, but if you have both you get the next tech cheaper I believe. I can't remember how much cheaper. Does this apply to tech trading as well? If I am careful in my tech trading to get both base techs first I can get more tech value?
 
Well I don't remember each name of those religious buildings and each has it's own name.

Is there a mod that causes wonders to be listed alphabetically? Is there any pattern at all to the wonder listing or is it just randomly listed? Searching wonder lists to determine if a wonder has been built becomes harder and harder has the list gets longer and longer with seemingly random listing order. Is there a mod for that?

Is there a easy way to determine if a tech has already been researched or not by someone else? You can sort of limitedly do it via tech trade screen but that is very limited and very difficult to use for that purpose. Is there a better way?
 
If I need to bring in a resource into my domain but I don't want to put a city in a crap location to do so, is there a way to project domain outside of building a city?
No. You can build Forts outside of culture and Forts do hook up resources, but unless a resource tile has a civ's culture on it it won't connect to that civ's trade network.
 
No. You can build Forts outside of culture and Forts do hook up resources, but unless a resource tile has a civ's culture on it it won't connect to that civ's trade network.
What do you mean "hook up resources" if it doesn't mean connecting to the other cities and your general special resource access? Also you can't have a fort and the mine or whatever needed to activate the special resource at the same time? I don't at all get what you are saying about forts.
 
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