Which tiles are being worked?

yanner39

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In Civ4, you knew the unimproved tiles that were being worked when there was a little house on the tile. Is this also the case in Civ5? I did see that anywhere.

I am asking because when you conquer a city and make it a puppet, you can't decide what it builds but it sure would be nice if you knew which tiles were being worked so that you can improve them and not just have your workers build improvements on unworked tiles.

Any thoughts?
 
You need to check the first box on the right side of the city screen; I don't have the game open, so I can't remember what it's called. For some reason, it is not checked by default. Once you check it, you'll see a bright green medallion on every tile that's worked, and a grey one on non-worked tiles. I check it and leave it checked.
 
you need to check the first box on the right side of the city screen; i don't have the game open, so i can't remember what it's called. For some reason, it is not checked by default. Once you check it, you'll see a bright green medallion on every tile that's worked, and a grey one on non-worked tiles. I check it and leave it checked.
^
thanks!
 
You need to check the first box on the right side of the city screen; I don't have the game open, so I can't remember what it's called. For some reason, it is not checked by default. Once you check it, you'll see a bright green medallion on every tile that's worked, and a grey one on non-worked tiles. I check it and leave it checked.

This only works in city view. OP was asking about puppet states where you can't enter city view.

I think there's simply no way to do it. It sucks.
 
I think a lot of people are hoping they patch some animations in that show what tiles are being worked.
 
There an option in the first menu screen to display "civilian yield" or something like that.

Select that, then in the game set to NOT show yield. Tiles around cities that still show yield are being worked, and you know how much it provides.

I think so anyway, not very sure.
 
There an option in the first menu screen to display "civilian yield" or something like that.

Select that, then in the game set to NOT show yield. Tiles around cities that still show yield are being worked, and you know how much it provides.

I think so anyway, not very sure.

That does not work, sadly.
 
If you turn on the 'Show yield when a civilian unit is selected' option then you will indeed see the yield of ALL of the hexes within a city's radius but you will not see which ones are being worked by citizens of that city unless you can access that city's City Screen. All this option can do is tell you which hexes have been improved in one way or another (farm, trading post, mine, etc.) and which have not been improved. Of course you will need to learn the differences between the yields of improved and unimproved hexes of terrain of all the varying types in order to do the right thing improvement wise. To do that you are on your own as there is only the Civilopedia and the fold out that came with the 'boxed' version to tell you what those yields are. Checking in with either one or the other on a constant basis will become a bit tedious over time. It should not take long to learn this information - a few hundred turns perhaps.
 
Yeah, my bad.

I went to check after posting, realised I was wrong but by the time I was back to correct myself, the forums were down.

So indeed, being able to tell which tiles are being worked without entering the city view would be nice. Not a must-have, but nice.
 
In Civ4, you knew the unimproved tiles that were being worked when there was a little house on the tile. Is this also the case in Civ5? I did see that anywhere.

I am asking because when you conquer a city and make it a puppet, you can't decide what it builds but it sure would be nice if you knew which tiles were being worked so that you can improve them and not just have your workers build improvements on unworked tiles.

Any thoughts?

Does it matter? The puppet governor will change when you build the improvement anyway. If there's two grass tiles, and the city is working one, then you farm the other, the puppet governor will change over as soon as the farm is finished.
 
Does it matter? The puppet governor will change when you build the improvement anyway. If there's two grass tiles, and the city is working one, then you farm the other, the puppet governor will change over as soon as the farm is finished.

Ah, well no, it doesn't matter if the puppet city's govenor does that. I was not aware of that game mechanic. Where did you see that? Don't remember reading it the manual.

It makes sense and I hope the game developers would have had the common sense of doing that. So basically, as long as there is a sufficient number of improvements, puppet cities shoudn't be working unimproved tiles?
 
Ah, well no, it doesn't matter if the puppet city's govenor does that. I was not aware of that game mechanic. Where did you see that? Don't remember reading it the manual.

All city governors do that, and did so in civ 4 as well.

It makes sense and I hope the game developers would have had the common sense of doing that. So basically, as long as there is a sufficient number of improvements, puppet cities shoudn't be working unimproved tiles?

Depends on the improvements. If you've mined 6 tiles, the governor may work unimproved grassland instead so it can keep growing. Basically, I assume it sticks to the 'default focus' option you have in non-puppet cities. You just can't change it to culture, production, max growth, etc, etc. Not sure if puppets will employ specialists, I haven't tried to test.
 
Not sure if puppets will employ specialists, I haven't tried to test.

I've had a puppet pop a Great Scientist, so I assume they do. It's pretty rare, but I think that's just because my regular cities are producing them faster and the puppets are wasting time on barracks and armories instead of libraries and banks.

Someone else posted about goofing off with a dominant end-game position and suddenly winning the game when a puppet completed the Utopia Project.

I'm assuming they behave like a normal AI city, except for not building units. Given enough time and tech-lead, you might even see a well-developed puppet build a wonder.
 
I'm assuming they behave like a normal AI city, except for not building units. Given enough time and tech-lead, you might even see a well-developed puppet build a wonder.

I don't believe puppets are suppossed to build wonders.
 
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