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Tile yields and their implications

And you can quickly harvest all your resources to rush build your space station. Who cares about Earth if you're heading to Alpha Centauri? :)

Or you can harvest resources around a city you conquer to build a few more units before giving the city back to the AI!
 
And you can quickly harvest all your resources to rush build your space station. Who cares about Earth if you're heading to Alpha Centauri? :)

Apparently we're only establishing a Martian colony in VI, not going to Alpha Centauri :p

Spoiler :
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Spoiler :
Tile Yield
Plains 1F1P
Grassland 2F
Plains Forest 1F2P
Plains Hill Forest 1F3P
Plains Rainforest 2F1P
Plains Hills Rainforest 2F2P
Grassland Hill 2F1P
Grassland Forest Hill 2F2P
Desert -
Desert Hill 1P
Snow -
Snow Hill 1P
Tundra 1F
Tundra Woods 1F1P
Tundra Hill 1F1P
Tundra Wooded Hills 1F2P
Coast 1F1G
Ocean 1F

Re-arranged table slightly:


Base Terrain\Feature Flat Forest +1P Hill +1P Rainforest +1F F. Hill +2P R. Hill +1F1P
Plains 1F1P 1F2P ??? 2F1P 1F3P 2F2P
Grassland 2F 2F1P 2F1P ??? 2F2P ???
Tundra 1F 1F1P 1F1P N/A 1F2P N/A
Desert 0 N/A 1P N/A N/A N/A
Snow 0 N/A 1P N/A N/A N/A

Coast 1F1G
Ocean 1F

Is this correct?
 
Re-arranged table slightly:


Base Terrain\Feature Flat Forest +1P Hill +1P Rainforest +1F F. Hill +2P R. Hill +1F1P
Plains 1F1P 1F2P ??? 2F1P 1F3P 2F2P
Grassland 2F 2F1P 2F1P ??? 2F2P ???
Tundra 1F 1F1P 1F1P N/A 1F2P N/A
Desert 0 N/A 1P N/A N/A N/A
Snow 0 N/A 1P N/A N/A N/A

Coast 1F1G
Ocean 1F

Is this correct?
At a glance it appears to be; thank you! :) I could've done it myself I suppose, but I couldn't really figure out how to properly use the Table format. Do you simply press 'tab' each time you want to move to the next column? And 'enter' for a line break?

EDIT: I will copy this to the op, as I think it superior to my original format.

EDIT2: Plains Hills are probably 1F2P, if they follow the precedent of other terrains, so I've put that in brackets.
 
At a glance it appears to be; thank you! :) I could've done it myself I suppose, but I couldn't really figure out how to properly use the Table format. Do you simply press 'tab' each time you want to move to the next column? And 'enter' for a line break?

EDIT: I will copy this to the op, as I think it superior to my original format.

EDIT2: Plains Hills are probably 1F2P, if they follow the precedent of other terrains, so I've put that in brackets.
Errr i couldnt figure out how to add a tab. So i just made the table first in google spreadsheets (theres even colors!) and just copy and pasted into the table tag. The google spreadsheet (and i think excel) when copy and pasting will auto include "tabs"

I kinda wish there was a new "feature" or terrain. Like valley canyon etc... Or well
 
rivers only provide increased housing. Oasis, Floodplains, and Marshes are all 3 food. I haven't seen atoll's yet.
 
Hills being a "bonus" to terrain feels strange to me. I guess we'll see how it works out in play.
 
In each civ version tile output is changed. That's nothing more than this, IMHO. Idon't see the problem.

It's not necessarily a problem. It's just weird. It's like the hill is a bonus resource now.

There could be a problem, in that combined with the devaluation of improvements that occurred in V and seems to have carried over to VI, it makes improvements and resources less important since the difference between an improved tile and a normal tile is small, but VI has other ways of making the terrain matter so I don't think it'll be as big of an issue as it was in V (where the terrain was very bland and uninteresting).

Certainly it will mean that improving a hill will often be more valuable than improving a bare tile, unless the housing cap is lenient enough such that food is still the god resource and it should be maximized at all times.
 
rivers only provide increased housing. Oasis, Floodplains, and Marshes are all 3 food. I haven't seen atoll's yet.

So what rivers basically do is keeping more tiles available for other improvements since there is no need for an aqueduct district and for less neighborhoods. Besides not needing to build these (and thus having time to produce other stuff) this seems like a mid to late game advantage. Someone in the let's plays mentioned that housing is not a problem at the beginning, but will come into play later. That's a bit sad, I would have loved rivers to be a big growth or commercial advantage at the very start of the game (yay combined with the Egyptian river bonus ;-)).
 
Is housing not a problem in the beginning because they settled on water? Or is it not a problem even if you don't settle on water?
 
Is housing not a problem in the beginning because they settled on water? Or is it not a problem even if you don't settle on water?
If you start on fresh water it seems to give you 5 housing. Which is a lot compared to the 0.5 farms and other stuff give you.
 
Starting on freshwater gives you 5 housing, starting on the ocean gives you 3, so it's very likely having no water at all gives you only 1 housing.

Any city that isn't on a river will have their growth inhibited from the get-go because the penalties kick in 1 pop under the housing cap. So even a coastal city will start growing at a slower rate than all the others as quickly as pop 2. Cities with no water will start off penalized.

River cities have until pop 4 to increase their housing cap so it really depends on what you define as "not a problem". Housing will definitely be a problem when it comes to growing optimally, as there are only a few early era buildings that add housing stats. It won't be a problem in the sense that you stop growing because you're growing at such as slow rate and are able to grow 5 pop over your housing limit.

So by the time a city with a river reaches 10 pop, you'd likely have more ways to increase that cities housing cap. But at that point you're working at a deficit, sort of. You would need to increase the housing by 7 in order to resume growth at the normal rate. Increasing it by 1 would all you to continue to grow, but with the penalty.

Housing seems much more about the rate of growth than the actual cap of growth. In terms of growth rate, housing looks like it will definitely be something that needs to be managed well.
 
Starting on freshwater gives you 5 housing, starting on the ocean gives you 3, so it's very likely having no water at all gives you only 1 housing.

Any city that isn't on a river will their growth inhibited because the penalties kick in 1 pop under the housing cap. So even a coastal city will start growing at a slower rate than all the others as quickly as pop 2.

River cities have until pop 4 to increase their housing cap so it really depends on what you define as "not a problem". Housing will definitely be a problem when it comes to growing optimally, as there are only a few early era buildings that add housing stats. It won't be a problem in the sense that you stop growing because you're growing at such as slow rate and are able to grow 5 pop over your housing limit.

So by the time a city with a river reaches 10 pop, you'd likely have more ways to increase that cities housing cap. But at that point you're working at a deficit, sort of. You would need to increase the housing by 7 in order to resume growth at the normal rate. Increasing it by 1 would all you to continue to grow, but with the penalty.

Does a river and coast give you 8?
 
Does a river and coast give you 8?

Great question - No, they don't stack. So a city on a river/coast tile still gives you 5 housing.
 
Oh goodness me, the fact that rainforest-hill tiles give more yields than flatlands with grassland is utterly nonsense to me.

Anyway, not sure if this has been discussed, but the Commercial Hub gains +1 gold from each side of it that faces a river. So there is a gold-from-river yield in that sense.

About the specialists, is the jury completely out on how those work exactly? I haven't seen much of it in action in the actual gameplays, so maybe it wasn't implemented in that build? Does it work like in Civ5 that specialists are assigned to the actual buildings (for instance Library, University, etc.) instead of the tile, or are we completely blank on that subject?
 
We know that most district have a specialist type and that specialists are the main way to get some of the rarer yields. Buildings do increase how many specialists you can have.
 
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