Warfare Mechanics

You don't build harbors to work regular sea tiles, you build it for additional food on seafood tiles. Food is king in Civ4, and +1 food on all seafood tiles is a big deal.

Fair enough. Like I say... I'm not the best at Civ, I don't really play to win, just to see what happens to the world!
 
Really? I should clarify I'm not great at Civ, but even then the only effect I ever see of building harbours is the ability to work more kind of useless sea tiles... not really useful unless there is literally a town doing nothing but being tiny and useless or somewhere with big coin modifiers.

To be honest current sea is pretty useless terrain. +2 food and +2 commerce is really nothing.

You're both right, but as said by someone else, harbors give a bonus to sea resources - which you should be working.

Sea tiles aren't that crappy as they look like either; they give one 'commerce' less than a scientist/merchant, yes, but they pay for themselves in 'upkeep' (food).

Increasing the population of your city is in many cases advantageous too. In core cities it should be as high as possible to battle overextension. In other cities it increases your power rating and your trade revenues. On top of that, population is required to achieve some victories.

That said, sea tiles need a (late-game) buff; I'll put some time in writing a suggestion in the suggestions thread.
 
Some buildings could give extra food if they have access to sea. It would make coastal cities more relevant without making them OP.
 
Just checking late posts here, I would like to add something about :commerce: on sea tiles.

They may seem weak, but there aren't many sources or multipliers to :commerce:, then there are to the 4 outputs of it (:espionage:, :culture:, :science: and :gold:). That's because they are stronger then those 4 outputs, exactly because they are converted to those depending on the upper-left sliders.

It's true that Trade Routes are far better sources of :commerce: then sea tiles, and they are available to any city (unlike :commerce:-resources). But cities have a restricted number of TRs available, which in vanilla BtS is 8 (not sure in DoC though). Also TRs can only be exceptionally increased if your city is coastal (lighthouse) and if they are foreign (Custom House), so the bulk of your TRs isn't really great, only the best ones on coastal cities.

A Core tile city that's a Single Tile isle (maybe a little bigger too) is a great source of :commerce: because of these 'useless' water tiles. 12 population working these tiles yield 24 :commerce:, which in turn can be converted to any of the 4 outputs. After being converted they are further enhanced by % increasing buildings like Library for science or Bank for gold. 1 turn at 0%, this same city (which got a market, a grocer and a bank through whip/hurry) will contribute with 48 :gold:/turn. And also with 12 population points to the Core Population Score for stability matters. Not so useless now right?
 
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