Quick Answers / 'Newbie' Questions

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?
 
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.

Biology also has an impact. It frequently allows me to replace windmills with mines. Windmills are my least favourite tile improvement, so I always try to replace them with mines whenever I can. Mines have an added advantage of possibly coming across a mined resource each turn, you see; windmills don't.

And the AI rarely improves tiles the way I like, nor to the city specialization I might choose, so I often make massive changes to tile improvements around conquered cities.

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.
 
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.

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 :yuck: ? I thought the +50% :hammers: with Coal +50% :hammers: 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.
 
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 ;)
:gripe::gripe::gripe::)

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.

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 :yuck: ? I thought the +50% :hammers: with Coal +50% :hammers: 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.

The production bonus is only for that city (such a bonus for the entire civilisation would be way too strong). 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.
 
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.
 
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.

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.
 
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.
totally correct!
In BTS, you can make it even better if running caste system + state property, but the price is high, if other civs are running emancipation.
 
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.
:blush: I always just looked at the entry for physics (which says reveals) and fission (which does not say anything) - and never really looked at the uranium entry - the mouseover for it just states the revealed by physics - so you are right: the Civilopedia does say this and even at the place where it is supposed to :)
 
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!
 
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!

Not really.

The only thing I could think of is putting to sleep all airplanes and waking them again at the end of the turn. The Alt-sleep, Alt-wake commands while having an airplane selected will help you do that. All airplanes of that type will start to sleep or wake up.

I don't know exactly how the game chooses which unit you'll have to move next, but it is something close to the following. You will usually get to move units that are close to your present position on the world map. When the units in that section have all moved, it can switch the map to a completely different position.
 
Sometimes the event log tells me something juicy that I want to see, or some idea pops into mind just as the game tells me to decide what the next three or four cities should build next and by the time I finish all that, I might forget the multiple things that instantly popped into my head earlier. Can I somehow postpone the prompt for the decision on the next city building a unit or improvement once it has already asked? I still want it to ask me, I just want it to pause the decision and be free to browse around the map and see what happened or move a unit or something.
 
Press Ctrl+O and check minimize popups. All the popups for city builds, research next, change civics, etc. will be shown as a tiny button at the right until all units are moved. You can also press Ctrl+Tab to see the event log again.
 
I was just wondering how I could do this because I have saved too many times. Then I couldn't figure out how to delete ones I didn't want.
Arrgh:mad:
 
Go to your My Documents/My Games/ folder for the game (Civ or Warlords or BTS) and the Saves/Single folder in it. There are the save games, just delete the ones you want to in windows explorer.
 
Question: I have build a farm on grassland with rice. There is fresh water.

I thought the food value would be 4 (2 for grassland, 1 for rice, 1 for farm). But I am getting 5 food for this space.

Is this because of fresh water?

I can't find anything in any of the materials (manual, forums, etc.) that tells me I get +5 Food for this space. Please help me understand so I can plan my cities better.

Thanks.
 
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