Quick test. How well you know CivIV?

I have never seen a non-tundra deer tile on a standard map script. I assume the combined 3 F/H yield on unimproved tiles was a balance decision, and explains why you cannot have forested resources other than tundra deer that would give you 4 yield.
 
OK, friends! Let's stick to common map and scripts. Pangaea, Terra, Fractal, Islands and simular
Exotic variants show how wide you know the game, but my post was aimed to test, how deep you know the game )))

I think it would be better if you present multiple choices to prevent technicalities :)
 
I have never seen a non-tundra deer tile on a standard map script. I assume the combined 3 F/H yield on unimproved tiles was a balance decision, and explains why you cannot have forested resources other than tundra deer that would give you 4 yield.

I've seen on Terra recently. It was deer on plains, and forest grew up later. But there are some other variants, described in comments. I could add only event "Appleseed"(Grow forest on plains and add +1F)

Also, if we do not count city as improvement (formally, it is not), so city could bring 2F3H, or even 2F5H with GA and levee. So, unimproved maximum is 7

Also, it seems that 9 is maximum for a sum of food and hammers:
Cooper mine + rr + levee + GA or
Fish + Moai + Dike + GA or even
rare variant: Plain Forest Deer + Camp + "Great beast" event + levee + GA

Also, there is "Tin" event, giving +2H to mines, but I'm not sure now it stacks with special resources. If stacks, then "maximum of maximums" is 11.
 
I am virtually certain I got the "Tin" event on top of a resource (or more accurately "under a resource", in that I got the "Tin" event first, and then when I got the right tech, Aluminium appeared in that mine :) )
 
I have never seen a non-tundra deer tile on a standard map script. I assume the combined 3 F/H yield on unimproved tiles was a balance decision, and explains why you cannot have forested resources other than tundra deer that would give you 4 yield.

The standard map scripts usually don't allow tundra in the starting BFC of a civ. Any tundras will be changed to plains or grassland. This means a deer at the start is always a plains deer. They won't be forested though, and I've never seen forest grow onto one either. But this is probably because I usually put a camp up early and forest won't grow on improvements. Apparently forest can grow on resources where it is allowed to grow. Some mapscripts allow even forested plains deer in your starting BFC. Together with settler on PH, this is quite a fast start. With settler on stone/marble PH, you could get a 9 turn worker.
 
Ive seen forests grow on furs and deer,boreal maps very often give you a fast worker start.Ive also had jungle grow on elephants-kind of annoying.The tile has to be unimproved though,not including roads-but a road will greatly reduce the chance of forest spread-so ive been told.
 
The standard map scripts usually don't allow tundra in the starting BFC of a civ. Any tundras will be changed to plains or grassland. This means a deer at the start is always a plains deer. They won't be forested though, and I've never seen forest grow onto one either. But this is probably because I usually put a camp up early and forest won't grow on improvements. Apparently forest can grow on resources where it is allowed to grow. Some mapscripts allow even forested plains deer in your starting BFC. Together with settler on PH, this is quite a fast start. With settler on stone/marble PH, you could get a 9 turn worker.

True. Although this could quite rare, so many players still believe that 3 F/H is the maximum. (I've met some statements here on forum recently) Also, many player turn off events, so they do not consider their effects.
 
Spoiler :
I've gotten a truffles, tin and copper-spawn all on the same river-ed grassland-hill tile (tin has to happen first, but you can get a metal to spawn on a tin tile). Without any improvements (but with levee and GA) it would be a 2/6/3 tile, I think. 1 food for grass, 1 food for truffles. 1 hammer for hill, 2 hammers for tin, 1 hammer for copper, 1 hammer for levee, 1 hammer for GA. 1 commerce for river, 1 for truffles 1 for GA. This same tile would be 2/9/3 with a mine.
I assume other things could continue to stack up on it, like parrot event if it had a jungle at some point and gunpowder event if it had jungle or forest (or is that only forest? Happens so rarely to me because I never have trees left at that point), but the only other ones I can think of I have written and only give commerce. So 2/6/2 without improvement and 2/9/2 with. Unfortunately putting a CS SP workshop on that tile is impossible due to it being a hill, and tin cannot happen on a flat tile. Truffles can happen anywhere, but the lack of tin hurts too much (floodplain truffle CS SP workshop levee GA is 4/6/3 [10 F+H]which is very close to 2/9 [11] -- and actually better in my opinion--, but cannot get any other resource on that tile without "exotic" mapscripts)
 
Spoiler :
I've gotten a truffles, tin and copper-spawn all on the same river-ed grassland-hill tile (tin has to happen first, but you can get a metal to spawn on a tin tile). Without any improvements (but with levee and GA) it would be a 2/6/3 tile, I think. 1 food for grass, 1 food for truffles. 1 hammer for hill, 2 hammers for tin, 1 hammer for copper, 1 hammer for levee, 1 hammer for GA. 1 commerce for river, 1 for truffles 1 for GA. This same tile would be 2/9/3 with a mine.
I assume other things could continue to stack up on it, like parrot event if it had a jungle at some point and gunpowder event if it had jungle or forest (or is that only forest? Happens so rarely to me because I never have trees left at that point), but the only other ones I can think of I have written and only give commerce. So 2/6/2 without improvement and 2/9/2 with. Unfortunately putting a CS SP workshop on that tile is impossible due to it being a hill, and tin cannot happen on a flat tile. Truffles can happen anywhere, but the lack of tin hurts too much (floodplain truffle CS SP workshop levee GA is 4/6/3 [10 F+H]which is very close to 2/9 [11] -- and actually better in my opinion--, but cannot get any other resource on that tile without "exotic" mapscripts)


Perfect addition! :hatsoff:
So, 13 for impoved tile, 7 for unimproved!

Spoiler :
Although very complicated.
"Parrot" gives +1F to jungle (So, "parrot" will not help much until you remove jungle)
"Tin" gives +2H to mine (So, tin can't help to unimproved tile)
"Truffles" gives +1F to grass
so "Tin" and "Truffles" coud stack on a grass hill mine wich previously had jungle with "Parrots", that gives 13 F/H as maximum for improvements.

for unimproved tile the maximum elephants+grassland jungle+truffles+parrots+jungle removement+levee+GA=4F3H = 7 F/H

 
Visual answer for the first question

Spoiler :
Fullscreen%2Bcapture%2B14102014%2B161611.jpg

Terra map. As you see, plain forest deer can be met even outside of starting BFC
 
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