Moggamonstar
Chieftain
- Joined
- Nov 14, 2007
- Messages
- 2
you need physics to discover uranium but fission to use it - which you probably do not have.
Welcome to CFC![]()
Ah that would be logical. Is the fission/uranium listed in the civilopedia?
you need physics to discover uranium but fission to use it - which you probably do not have.
Welcome to CFC![]()
No not explicitly and don't get me started on the CivilopediaIs the fission/uranium listed in the civilopedia?
I will often replace old improvements, but not willy-nilly.Does anyone ever destroy their own farms built early in the game for watermills later in the game or similar such things?
I notice electricity adds gold for mills and certain later techs make mills available and so needs change. I ask because late in a game I automated my workers and that's what they did.
I wonder if I got any cash for them destroying my farm?
If it is a good idea to destroy an old improvement, can or ought I pillage it or do I get cash anyway just by the worker doing his new improvement work?
I will often replace old improvements, but not willy-nilly.
When I have my riverside ironworks site determined, for example, I will replace cottages and farms with watermills and workshops on appropriate tiles in its BFC....
...You don't get cash for pillaging or replacing an improvement within your own cultural borders--only if it's in enemy or neutral terrain. And worker's can't pillage at all, nor improve tiles outside of your cultural borders, so no gold from them doing that anyway.
Ah that would be logical. Is the fission/uranium listed in the civilopedia?
No not explicitly and don't get me started on the Civilopedia
![]()
Gotcha, so we best REALLY want the new improvement. Funny how the game very often suggests workers might improve tiles that are already improved when it places those colored circles nearby when you select that worker.
I never thought about where the Ironworks national wonder might go best, I often let the suggestion maker for the game guide me. So much to consider...potentially. What would you need to consider? Perhaps if the city can handle the 2? I thought the +50%
with Coal +50%
with Iron worked for all tiles in my civ, but maybe I'm wrong and it's just the city the wonder is in? But if your make that city "hammer time" then wont they starve? Maybe you just need some choice bread tiles in that city too.
So you'll want the wonder in a city with a huge base hammer output (base hammer output is the hammer output before any other bonuses are applied).
You'll want to add all kinds of health buildings in this city to counter the unhealthiness of this national wonder.
But you do need food so you can have a population to run the tiles. So it seems you'd need tiles with both max hammer and a key lesser number of big bread loaf tiles like irrigated grass, rice, corn, wheat, (probably not sea foods) while avoiding gold focused tiles.
totally correct!That's correct. To get a good hammer output, some high food tiles are useful to support the mines. So in the early game a high production city has a combination of high food tiles and mined hills.
Grassland or plains workshops under state property and grassland or plains watermills under state property are some of the best food+production tiles in the late game. In BTS, you'll also want a long river so that the levee building gives a nice production bonus.
The Civilopedia may have many deficiencies, but this is not one of them. The Civilopedia entry of uranium is quite clear, physics reveals it and fission enables it.
Hello - I have a simple noobish question for you kind people...
Late game war. I've got tons of land, air, and sea units, and I'm not very keen on the way the UI keeps trying to get me to move air units before anything else. Is there anything in the game (i'm using BtS 3.13, btw), or are there any mods, which allow me to specify that I'm only interested in dealing with, say, land units?
Thanks in advance!