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Do you spam them as much as possible, (at the cost of farms and mines) for the culture and later on tourism. Or do you put down only a handful, or even just one for the historic moment?
I know not al UI are equally good but as a general rule of thumb...
I place them strategically and aesthetically as best fits the situation and role playing. I like my cities to be balanced and using the terrain well as much as possible.
It depends:
Kumpungs I spam everywhere because they are the best inclusion into a video game ever (I love stilt villages)
Outback stations I try to get as many down as possible if there is a wide enough clear area to justify them (even more difficult now grassland and plains rivers can have floodplains too).
Chateus I only hold next to wonders and 2 or more luxuries as it's not that worth while next to an empty river.
Ziggaruts I only built next to rivers.
Missions I used to always surround my campuses in every city as Spain as they look so cool and are +2 (eventually +4) is so much better then the regular adjacnecy. But they have changed it in the latest patch and haven't tried... more food and production in other continents and halved the science sharing them with hoysites making it more difficult to place...
The Great Wall; I've not tried China since the expansion but it wa always my goal to wall off all land boarders I had with it.
Kurgans I hate. I hate playing as Scythia because they are so military focused and then have a rubbish tile improvement to go with it. (Looks cool though)
The Chemamull I love! I will spam these everywhere I can get decent appeal and will go out of my way with other improvements and districts to boost their appeal.
The Mekewap I try to build ad many of as possible.
The Terrace farm is a must build wherever you can I find.
The Nubian pyramid I spam and try to boost with distracts, it's been improved by the sandstorm yields too.
Holders you need to build everywhere you can. I do at expense of bonus fish and crab resources too.
Sphinx I have not tried too much.
The Piradezia I build between at least 2 applicable districts each.
Stepwells I try to get only between farms and hoysites, so maybe 2 per city to still get a nice triangle farm.
Basically I spam the when they are getting their best adjacnecy but love them as they make the Civ look more unique and less like any other.
It depends which civ I play. When I last played Egypt and China, I think I only put a single one down for the era score. Whereas obviously the ones like the Mekewap, the Kampung and the Polder, I try to spam as much as possible.
As AvianBritish listed them up, I actually only spam Mekewaps and Stepwells and these are limited to nonadjacency.
Others … not so much.
But I use city state improvements more (Alcazar).
I place them strategically and aesthetically as best fits the situation and role playing. I like my cities to be balanced and using the terrain well as much as possible.
This is usually my dilemma. Always hate it when Gilgamesh turns his empire into a ziggurat theme park.
I would still prefer UIs to be stronger with a one per city limit.
For primarily food/production ones (Polders, Outback Stations, Terra Farms, Kampungs, etc) If they can go on a tile, I'll put one, ASAP. Unless it's a really good district/wonder tile or I'll have to chop/harvest (which I hate doing) to put the improvement there.
For primarily cultural ones (Pairidaeza, Chemamull, etc) or primarily science ones (Ziggurat, Mission sorta, Alcazar sorta) I'll usually make one ASAP for era score, and only make a small number until later, then spam them. Like Eagle said.
For primarily faith ones (Kurgan, Sphinx, Mission etc) I'll usually spam them on tiles where they'll have greatest effect since most of these have some kind of adjacency. But there are other places I could put them where I don't if they don't have any adjacency.
For primarily military ones (Alcazar sorta, Pa, Roman Fort) if they give era score I'll make one and that's about it. Do they even? I think Pa does, but Roman Fort doesn't? What sense does that make??
I don't usually construct unique improvements that often. The regular improvements are already fairly good and improve well enough over time, so I don't feel particularly compelled to re-prioritize improvements. This changes if I'm dealing with terrain that one can't normally build on though. For instance, desert is normally unviable for many improvements. Kurgans can be built on flat desert though, so I'll spam kurgans on desert. Kampungs are also treated this way, since it's rare to come by improvements that can go into empty water in the first place.
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