Tile Yields in Antiquity if you have the three basic techs and the brickyard, granary, and saw mill

gamemaster3000

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With the three relevant techs and ALSO a granary, saw pit, and brickyard, these are the tile yields: (Clay pits give the bonus of a woodcutter with an additional food.)

One thing that I found very confusing while working these out is that the tile yields displayed depend on the nearby cities. For example, a flat grassland outside anyone's cultural borders will appear as a 1 food tile. But if you have agriculture, as soon as you plant a city there the "yield" of that tile will immediately go to two food. Then if you build a granary in the city, the yield of that tile will go to three food. This gets even more confusing if you have two cities next to each other and one has a granary and one doesn't, the game kinda just picks if it will display as two or three food. But flat grassland farms all give +3 food once you have agriculture and granary, which you have to keep in mind while planting cities. Also some tiles will have received bonuses from flooding and eruptions, which can be difficult to spot if you don't know what the tile yields start at.

Farms in Grassland, Tropical, or Tundra: 3 Food

Farms in Plains or Desert: 2 Food, 1 Hammer



Mines in Grassland or Tropical: 1 Food 2 Hammer

Mines in Plains, Desert, or Tundra: 3 Hammer





Grassland Woodcutter: 1 Food, 2 Hammer

Grassland Clay Pit: 2 Food, 2 Hammer



Plains Woodcutter: 3 Hammer

Plains Clay Pit: 1 Food 3 Hammer



Tropical Woodcutter: 2 Hammer 1 Beaker

Tropical Clay Pit: 1 Food 2 Hammer 1 Beaker



Desert Woodcutter: 2 Hammer 1 Gold

Desert Clay Pit: 1 Food 2 Hammer 1 Gold



Tundra Woodcutter: 2 Hammer 1 Culture

Tundra Clay Pit: 1 Food 2 Hammer 1 Culture



Some notes:

Grassland and Plains and some Tropical tiles look WAY more similar in this game than they did in previous Civs. Make sure to look carefully as flat grassland and flat plains can appear identical.



As opposed to previous versions of Civ, building on tundra and desert is WAY more realistic now. Not only does food work totally differently, but a tundra farm gives 3 food now (more than ever before) and a desert farm is 2 food 1 hammer, again, way more than previous versions of Civ offered.

Floods and eruptions will add to tile yields over the course of the game, though, so building next to rivers will eventually give much more food. Rivers give gold too I think, so they're more valuable than the tile yields might indicate above.



Tiles outside your cultural border will appear without the applicable bonuses from the tech and the warehouse buildings.

Tiles inside your culture border will appear with the tech bonuses (say, +1 food from agriculture) and then whether or not the closest city has the applicable warehouse building will depend on if

If the yields in-game seem inconsistent it's because it's adding the bonuses from nearby cities. For example I have a flat grassland tile that says I'll get 3 food if I build a farm on it next to an identical tile that says it'll be 2 food. The 3 food tile higher is closer to a city with a completed granary, the 2 food tile is next to a town that doesn't have a granary yet.

Keep that in mind because a city that has one warehouse building completed but is still working on another, if the city expands the tile yields will show you the improved value of the one resource and the unimproved value of the other.


Floods and other disasters can increase a tile's yield over the game.
 
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With the three relevant techs and ALSO a granary, saw pit, and brickyard, these are the tile yields: (Clay pits give the bonus of a woodcutter with an additional food.)

One thing that I found very confusing while working these out is that the tile yields displayed depend on the nearby cities. For example, a flat grassland outside anyone's cultural borders will appear as a 1 food tile. But if you have agriculture, as soon as you plant a city there the "yield" of that tile will immediately go to two food. Then if you build a granary in the city, the yield of that tile will go to three food. This gets even more confusing if you have two cities next to each other and one has a granary and one doesn't, the game kinda just picks if it will display as two or three food. But flat grassland farms all give +3 food once you have agriculture and granary, which you have to keep in mind while planting cities. Also some tiles will have received bonuses from flooding and eruptions, which can be difficult to spot if you don't know what the tile yields start at.

Farms in Grassland, Tropical, or Tundra: 3 Food

Farms in Plains or Desert: 2 Food, 1 Hammer



Mines in Grassland or Tropical: 1 Food 2 Hammer

Mines in Plains, Desert, or Tundra: 3 Hammer





Grassland Woodcutter: 1 Food, 2 Hammer

Grassland Clay Pit: 2 Food, 2 Hammer



Plains Woodcutter: 3 Hammer

Plains Clay Pit: 1 Food 3 Hammer



Tropical Woodcutter: 2 Hammer 1 Beaker

Tropical Clay Pit: 1 Food 2 Hammer 1 Beaker



Desert Woodcutter: 2 Hammer 1 Gold

Desert Clay Pit: 1 Food 2 Hammer 1 Gold



Tundra Woodcutter: 2 Hammer 1 Culture

Tundra Clay Pit: 1 Food 2 Hammer 1 Culture



Some notes:

Grassland and Plains and some Tropical tiles look WAY more similar in this game than they did in previous Civs. Make sure to look carefully as flat grassland and flat plains can appear identical.



As opposed to previous versions of Civ, building on tundra and desert is WAY more realistic now. Not only does food work totally differently, but a tundra farm gives 3 food now (more than ever before) and a desert farm is 2 food 1 hammer, again, way more than previous versions of Civ offered.

Floods and eruptions will add to tile yields over the course of the game, though, so building next to rivers will eventually give much more food. Rivers give gold too I think, so they're more valuable than the tile yields might indicate above.



Tiles outside your cultural border will appear without the applicable bonuses from the tech and the warehouse buildings.

Tiles inside your culture border will appear with the tech bonuses (say, +1 food from agriculture) and then whether or not the closest city has the applicable warehouse building will depend on if

If the yields in-game seem inconsistent it's because it's adding the bonuses from nearby cities. For example I have a flat grassland tile that says I'll get 3 food if I build a farm on it next to an identical tile that says it'll be 2 food. The 3 food tile higher is closer to a city with a completed granary, the 2 food tile is next to a town that doesn't have a granary yet.

Keep that in mind because a city that has one warehouse building completed but is still working on another, if the city expands the tile yields will show you the improved value of the one resource and the unimproved value of the other.


Floods and other disasters can increase a tile's yield over the game.

Before I had everything memorized, what was helpful to me was to take a step back from the numbers and just look at the terrain. So obviously I'm going to settle in a certain tile to be able to reach the most resources, almost always with fresh water.

So I look around where I want to settle. Bunch of flat land or directly on the coast? That's going to be a food generating town. If it's as bunch of rough or vegetated terrain, that's going to be a city.

The one trap I used to run into was building fishing boats in a town that I eventually wanted to be a city. You're going to want food initially to grow the settlement, then you can build over the farms when your city is supplied by towns. At a certain point in the tech tree, fishing boats give more food, but there are not very many water buildings comparatively, and you're probably going to want to stack them. You can end up with some forever fishing boats that you would rather be specialists.

As far as the yields showing differently, you should consider which settlement "owns" the tiles. It's not just which settlement is closer, it's which settlement claimed the tiles, which becomes an issue to keep in mind if you settle closer than six tiles apart. Don't let your city take your town's farm or fish locations, and don't let your town take your city's rough or vegetated tiles. Resources don't matter in this case because they give adjacency regardless.
 
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