Tile Yields (from the manual)

SirTurtle

Warlord
Joined
Sep 4, 2010
Messages
126
Here's a quick summary of the end-game tile yields with improvements, based on the PDF manual.

First, I am assuming that the following buildings are built. This will require correct city placement, but that shouldn't be too difficult.

Spoiler :
Lighthouse: +1:food: from Water
Mint: +3:gold: from Gold and Silver
Seaport: +2:hammers: from Sea Resources
Hydro Plant: +1:hammers: from River


Also I assume all the following technologies are active.

Spoiler :
Civil Service: +1:food: from Farms with Fresh Water
Fertilizer: +1:food: from Farms without Fresh Water
Steam Power: +1:hammers: from Lumber Mills


Note the the following factors may also have an effect on yields. However I am assuming they are NOT active. They should definitely be taken into consideration when forming a strategy.

Spoiler :
Free Thought: +2:science: from Trading Posts
Colossus: +1:gold: from Water
Longhouse: +1:hammers: from Forest

The effect of rivers (up to +1 hammers and +1 gold) is not shown. Bonus resources are marked with an asterisk. Some of the bonus resources (specifically cattle or sheep on grassland, plains or desert) appear worse than farms, so they are not shown. The yields from Luxury and Strategic Resources are not listed; I assume that these will always be improved to extract the resource, given their global benefits.



Great Person Improvements

I am showing only the values for a grassland placement. I expect this will usually be the best choice for GPs.

Grassland
  • Academy: 2:food: 5:science:
  • Customs House: 2:food: 4:gold:
  • Landmark: 2:food: 4:culture:
  • Manufactory: 2:food: 3:hammers:
Best Terrain

Grassland/Flood Plains

Grassland and Flood Plains seem to be almost identical. Wheat does not occur on Grasslands. I am assuming that Flood Plains occur only on Desert base terrain; the manual is unclear on this point. Also it's unclear if GP can be settled on Flood Plains.
  • Farm: 4:food:
  • Trading Post: 2:food: 2:gold:
  • *Wheat+Farm: 5:food:
Plains
  • Farm: 3:food: 1:hammers:
  • Trading Post: 1:food: 1:hammers: 2:gold:
  • *Wheat+Farm: 4:food: 1:hammers:
 
Continued...

Hills
  • Mine: 3:hammers:
  • *Deer/Sheep+Camp/Pasture: 1:food: 2:hammers:
Foliage

Jungle
  • (none): 2:food: 2:science:
  • *Banana+Plantation: 3:food: 2:science:
Forest
  • Lumber Mill: 1:food: 3:hammers:
  • *Deer+Camp: 2:food: 1:hammers:
Marginal Terrain

Tundra
  • Trading Post: 1:food: 2:gold:
  • *Deer+Camp: 2:food:
Desert
  • Farm: 2:food:
  • Trading Post: 2:gold:
  • Oasis: 3:food: 1:gold:
Water

Lake
  • (none): 3:food: 1:gold:
Coast/Ocean
  • (none): 2:food: 1:gold:
  • *Fish+Boats: 4:food: 2:hammers: 1:gold:
Special

Natural Wonder
  • (none): 2:hammers: 3:gold:

Please feel free to point out any errors. Hopefully this will be helpful in forming strategies.
 
I didn't include base terrain types that have no yields (Mountain and Snow) or features that are strictly worse than the underlying terrain (Ice and Marsh).
 
Damn, so it is true that flood plains no longer give 3 base food. But anyway thanks for all the information.

It could be that there is a difference between your large elite cities and your small-medium size happy cities.

So you will have large cities with lots of worked tiles and especially lots of farms on good city locations. The Excess Food you will then use for production tiles or money tiles or lots of specialists. The medium or bad city locations will only be small with happy buildings and locked growth due to used specialists or lots of tradeposts instead of farms.
Of course on smaller maps with good map start it could be the case that you only build the first elite type and no small cities leading to lesser modifications on overall costs/upkeeps. This may be especially true for india civ. For only elite cities this could lead to some gaps between your cities where theres desert, tundra or other bad terrain. On bigger maps (but depending on aimed victory type) you will need some of the happy type cities to compete with larger AI empires who would outgun you otherwise. Especially order social policy with Planned Economy (-50% unhappiness from number of cities) and communism (+5 production in each city) may lead to intimidating large empires.

Of course this is only a theory which might prove wrong at game start anyway :)

PS.: shouldn't there be a difference between ocean and coast (+1 gold)?
 
Damn, so it is true that flood plains no longer give 3 base food.

Actually, the way the manual is worded it may be that Flood Plains can be a feature of base terrain other than desert. I can find no explicit statement that they appear only on desert tiles. The manual just says:

"Flood plains are low-lying areas adjacent to rivers."

I should have mentioned that I assumed they were only for desert.
 
A couple more interesting points:

1. I can find no mention in the manual that chopping forests gives a hammer boost. So it appears that chop rushing no longer is an option. Chopping a forested hill will be a bad long-term move, perhaps just a bad move. Chopping will probably be better used to clear grassland for farms in a low food area.

2. The landmark looks to be far and away the best GP improvement. There's no other way to get culture from a tile, and it compares very favorably with the culture generating buildings. The other GP improvements are not much better (or even worse) than yields that can be obtained in other ways:

Grassland Academy 2:food: 5:science:
compare with
Grassland Trading Post with Free Thought 2:food: 2:gold: 2:science:

Grassland Customs House 2:food: 4:gold:
compare with
Grassland Gold Mine with Mint 2:food: 1:hammers: 5:gold: (<-- if this really exists, as the manual seems to claim)
 
wow forest is really good now. It gives as much production as a great person improvement! And with a longhouse, that's the most productive tile in the game. Hills seem really bad, in comparison.
 
wow forest is really good now. It gives as much production as a great person improvement! And with a longhouse, that's the most productive tile in the game. Hills seem really bad, in comparison.

I'm a little worried they've made forests TOO good now. Maybe the designers wanted to prevent mass deforestation; but the reality is that civilization did clear many ancient forests. Making forest preservation the right move is a little unrealistic.

But that's just a "realism" concern; who knows, it may work well from a game-play perspective. :confused:
 
I'm a little worried they've made forests TOO good now. Maybe the designers wanted to prevent mass deforestation; but the reality is that civilization did clear many ancient forests. Making forest preservation the right move is a little unrealistic.

But that's just a "realism" concern; who knows, it may work well from a game-play perspective. :confused:

you have to realize that before steam power it is only 1 Food 2 production (milled) versus mined Hill 3 production. And while you can't chop down hills anyway you need food for your city to grow. So sometimes chopping for farming may be the only option.
 
On page 87 the manual claims that farms can't be constructed on a tile that contains a resource. Presumably wheat is an exception. This means that there are alternate yields for these tiles with these resources. Unfortunately they are strictly worse than the same terrain without a resource and a farm. If the manual is correct.

I list these yields here:

Grassland
  • Cattle/Sheep+Pasture: 3:food:
Plains
  • Sheep+Pasture: 2:food: 1:hammers:
Desert
  • Sheep+Pasture: 1:food:
 
Basically, from what I've seen, the tile yields have been normalized. No more super-yield tiles like towns on grassland rivers with levee.
 
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