Crimson13
Prince
- Joined
- Jul 11, 2012
- Messages
- 373
Neither, use the merchants for trade missions and the engineers to rush wonders.
Did you even read the question?
Neither, use the merchants for trade missions and the engineers to rush wonders.
Building an actual improvement or a city is always going to be the best way to get at a strategic resource. Everything else is based on baseline yield; putting an academy or holy site onto a flood plain makes sense because you get the +2 food in addition to the science or faith.
I would normally avoid flood plains for great people; here the great person takes away either 2 food if you would have farmed it (Flood plains can only appear on a river) or in the event of a massive food surplus in which a trade post would have been built instead then it starts by taking away 1 commerce, growing to taking away 2 commerce + 1 science)
The sites in which it only takes away one food (pre Fertilizer) are much better.
Thanks for the clarification. I rarely plant GP except for early GS. And if I do so, I do it on a grassland no riverside, so I was doing it optimally![]()
I found one better than non-riverside grassland: non-riverside marsh! (Pretty rare, but the GP converts the marsh to grassland for the two food.
Plains are "ok" for academies and such, but because they only give 1 food, the tile is not self sufficient. It will need an extra +1 food from somewhere else, to properly staff the academy. And because of the fact that your raw science output it based on population, again your strategy when placing these things is to maximize food to keep your city growing AND working the academy tiles. Which arrives us at:
Best place: Food resource (wheat/deer/cow/etc) (more than 2 food base)
Second best: Grassland w/o Freshwater (2 food base)
Third best: Grassland w Freshwater or Flood Plains (2 food 1 gold base, opportunity cost -2 food from not having a farm there)
Fourth best: Plains, tundra, basically anything else that is less than 2 food.
I tend to play tall empires, so I'm often not wanting for worked tiles. I suppose if I needed to get a city up quick, You could build a manufactury on wheat cattle or sheep for the extra food bonus for the first person, while still maintaining a high production bonus.
Other than that I don't see much use for it in a tall empire.
Nope. Settling on a Deer or a Cow costs you 1that you would have gotten from a Camp or Pasture, settling on a Grassland w/o Freshwater costs you only 1
before Fertilizer. And of course no Camp or Pasture means no effects of certain Pantheons you could get (and in BNW possibly no Stable effects).
Of course, the assumption is that you are already working all your worthwhile tiles (resources, fresh water, hills), which tends to be true unless your are playing Babylon or Maya.
Settling GSs on non-luxury resources doesn't net out anymore loss if you treat food=hammer=gold.
resources don't "double dip" in improvements, they still only receive +1 whatever until the mid-game tech that increases the bonuses from that type of improvement. The only time(s) they do is via a special building such as stables or stone works. However, most of those improve the tile regardless, they only require at least one such tile-type to be improved somewhere in the city radius in order to be built. Thus, it is not necessarily bad to settle a GS on a resource tile. In particular, in my Babylon petra starts when I was working on sub 200 deity victories, I would settle the GS on a riverside hills sheep as it was already a tile I was working and not one that had substantial improvements. I preferred it water-farmable tiles since farms would get bonus @CS instead of significantly later in the game. The net tradeoff was 1 food from no pasture and the lost possibility to build stable. The net gain is that for 20 or so turns in the super early game, I wasn't giving up on working a strong tile (1f 2h 1g) because I didn't have the pop to work my 2 wheat + wherever else I could've put the GS.
Just one funny case that you might (or might not) encounter. I happened to capture a Great Prophet of another religion during war. Try putting it on a plantation luxury (like sugar, etc.), particularly if it is on marsh or jungle, in a puppet city. The point is that you save the turns for building the plantation and the puppet city is guaranteed to work on the tile, giving you faith, since it has gold output.
After all the Prophet was completely useless to me - but became useful.