Aurelesk
King
- Joined
- Oct 26, 2017
- Messages
- 602
Once upon a time, the Mine was the best tile improvement in the entire game. Then, the Gathering Storm expansion happened. All the regular TI got additional bonus in the middle game in order to compete with Mines, and that additional bonus was mostly Production (what a coincidence!):
I believe it is, for multiples reasons: it doesn’t need a resource or a feature to exist, is as strong as other regular tile improvement, can be put on at least 25% of the land tiles in the game, it is straightforward, scale better with era and is linked to 2 really important technologies: Apprenticeship and Industrialization, gives minor adjacency to Industrial Zone, improve almost all strategic resources in the game, and is able to give Tourism at Flight.
We could include tile improvements from City-States and the unique from Civilizations. Fortunately, this forum is fond of elimination threads, so we can know what were considered as the best TI back them:
City-States:
Civilizations:
This is where I think I understood: the usefulness of a tile improvement is not about really how strong it is but more about either opportunity cost or enjoying yields while not working them:
I started to wonder: is it possible to estimate the strength of a tile improvement accurately?
No. But I tried! So I made a spreadsheet. Here the link (Google Sheets)
You can download it, and do whatever you want. If you change some yields or value, the whole sheet is supposed to update.
According to this, the Mission on foreign continents is the TI that has the most potential, excluding the TI with 1 per city restriction. Something that didn't change from a long time, but somehow the Mission scored badly (7th) while being spammable. Accurately is a strong word, and there is no way to achieve this. But I think it is possible to roughly determine an overall power of each tile improvement. The method is simple: each Yield (Food, Production…) has a value, and sum up all of them to determine the overall Strength of it. Yes, this is a silly way to do it, because it assumes:
Of course, this method is improvable. But what do you think?
- Lumber Mill: is unlocked earlier at Construction (Classical) instead of Machinery (Medieval), starts at +2 Production, and can be put on Rainforests with Mercantilism (Renaissance).
- Plantation: +1 Food with Feudalism (Medieval)
- Camp: +1 Food and +1 Production with Mercantilism (Renaissance)
- Quarry: +1 Production with Gunpowder (Renaissance)
- Fishing Boats: +1 Production with Colonialism (Industrial)
- Pasture: +1 Production with Replaceable Parts (Modern)
I believe it is, for multiples reasons: it doesn’t need a resource or a feature to exist, is as strong as other regular tile improvement, can be put on at least 25% of the land tiles in the game, it is straightforward, scale better with era and is linked to 2 really important technologies: Apprenticeship and Industrialization, gives minor adjacency to Industrial Zone, improve almost all strategic resources in the game, and is able to give Tourism at Flight.
We could include tile improvements from City-States and the unique from Civilizations. Fortunately, this forum is fond of elimination threads, so we can know what were considered as the best TI back them:
City-States:
- Cahokia Mound (Cahokia)
- Moai (Rapa Nui)
- Batey (Caguana)
- Colossal Head (La Venta), 5. Alcázar (Granada), 6. Nazca Lines (Nazca), 7. Monastery (Armagh)
Civilizations:
- Kampung (Indonesia)
- Pairidaeza (Persia), at +2 Appeal
- Terrace Farm, at 0.5 Housing and no adjacency
- Mekewap (Cree)
- Ziggurat (Sumeria)
- Outback Station (Australia)
- Mission (Spain)
- Sphinx (Egypt) when spammable, 9. Open-Air Museum (Sweden), 10. Chemamull (Mapuches) with no Production, 11. Great Wall (China), 12. Polder (Netherlands), Ice Hockey Rink (Canada), 14. Golf Course (Scotland), 15. Stepwell (India), 16. Nubian Pyramids (Nubia) before the 2 Food/Faith, 17. Kurgan (Scythia) before the 3 Gold and increased Faith at Feudalism, 18. Château (France) before the overhaul.
This is where I think I understood: the usefulness of a tile improvement is not about really how strong it is but more about either opportunity cost or enjoying yields while not working them:
- Kampung has average or even below average strength. Meanwhile, it is incredible: there is no opportunity cost: Offshore Wind Farms or Seasteads are too late to matter, while Fisheries are underwhelming.
- Cahokia Mound allows to have 1~2 Housing and 1 Amenity for just 1 tile, with no set-up and no need to work the tile.
- Moais are a spammable and easy to use TI that allows you to do some incredible clusters, like near Coast or Volcanic Soil. You do not need to work the tile for its Tourism. Bateys are the same thing when you don’t have that much space but relies more on adjacency.
- Pairidaeza was insanely good to set up National Parks when it had 2 Appeal back then. It is odd that the Sphinx was only 8th at the time. Appeal and Culture are translated to Tourism, something you don’t need to work.
I started to wonder: is it possible to estimate the strength of a tile improvement accurately?
No. But I tried! So I made a spreadsheet. Here the link (Google Sheets)
You can download it, and do whatever you want. If you change some yields or value, the whole sheet is supposed to update.
According to this, the Mission on foreign continents is the TI that has the most potential, excluding the TI with 1 per city restriction. Something that didn't change from a long time, but somehow the Mission scored badly (7th) while being spammable. Accurately is a strong word, and there is no way to achieve this. But I think it is possible to roughly determine an overall power of each tile improvement. The method is simple: each Yield (Food, Production…) has a value, and sum up all of them to determine the overall Strength of it. Yes, this is a silly way to do it, because it assumes:
- A Yield has the same value though all the game (false!)
- It is known that Culture and Faith are very valuable in the early game in order to unlock the first governments and Pantheon, then fade out to a more “common” value.
- Some Yields have “all or nothing” value: valuable when lacking but worthless if overshoot. For example: Housing, Appeal, Amenity, Power even Food with no Housing. All those yields are wasted in abundance.
- Some Yields have more of an “Empire” value like Science, Gold or Faith than “Local” values like Food, Production or even Culture for border expansion.
- Some Yields do not need to be worked to be efficient: Power, Tourism, Appeal, Housing...
- It doesn't take into account the tile restrictions. Nazca Lines are extremely potent, but way too difficult to fully enjoy it.
Of course, this method is improvable. But what do you think?
- Is the Mine still (one of) the best regular tile improvement in the game?
- What do you think are the best ones?
- From the regular one.
- From City-States.
- From uniques.
- What do you think about the method used to determine the overall Strength of a tile improvement in the spreadsheet?