Windmill, watermill, workshop, lumbermill

Only if there is a strategic resource there (copper, iron, uranium, ...)

No version of Civilization I know allows building mines on normal grassland/plains.
 
So on hills I can only build mines, windmills and cottages? Can I build Lumbermill on forest/hills? Can I build Watermill on hills near river?

btw another question about farms.
1. Can I built it anywhere?
2. After discovering Civil Service - i'll get +1 food for all farms or what?
2. After discovering Biology - i'll get once more +1 food for all farms or what?
 
So on hills I can only build mines, windmills and cottages? Can I build Lumbermill on forest/hills? Can I build Watermill on hills near river?
You can only build cottages on grassland hills (not plains, desert or tundra).
You can build lumbermills on forest hills.
You can not build watermills on hills.

btw another question about farms.
1. Can I built it anywhere?
No, at first you need access to fresh water (river or lake) or a farmable resource (corn, wheat, rice) on a tile to build a farm there.
2. After discovering Civil Service - i'll get +1 food for all farms or what?
Not exactly, with Civil Service farms spread irrigation, that means you can build farms next to other farms, even if there is no river, lake or resource. If you spread irrigation to a farm on a resource like corn, wheat or rice, that did not have access to fresh water before, this tile will get +1 food just as if it would be near a fresh water lake, i.e.:

grassland with rice: 3 food
grassland with rice and farm: 4 food
grassland with rice and farm next to lake (or river): 5 food
grassland with rice, farm, civil service and a chain of farms that connect it to a lake (or river): 5 food

2. After discovering Biology - i'll get once more +1 food for all farms or what?
Yes, Biology gives +1 food to all farms and you can also build farms on grassland/plains tiles that do not have access to fresh water or an irrigation chain.
 
No, the tile itself needs access to fresh water, not the city that works it, but after civil service the city tile spreads irrigation just as if it were a farm.
 
Only if there is a strategic resource there (copper, iron, uranium, ...)

No version of Civilization I know allows building mines on normal grassland/plains.

In Civ III, the mine was the standard way to improve production on a tile, and could be built on anything but floodplains. Basically, you had mines (production), irrigation (food) and roads (commerce) as choices for workers.
 
It's all about city specialization. I'll windmill over hill mines in my commerce cities and GP farms. The extra food and commerce makes the hammer loss worthwhile. Similarly, in production cities (and especially under State Property) I'll sometimes turn some Farms into Workshops or Watermills once I have Biology.

Lumbermills are the only decent improvement for flatland Plains Forest, IMO. Assuming I haven't chopped it yet.
 
In Civ III, the mine was the standard way to improve production on a tile, and could be built on anything but floodplains. Basically, you had mines (production), irrigation (food) and roads (commerce) as choices for workers.

I remember it the same as Aless, in Civ I you could mine flatland, like desserts. It's been a long time, though. I'm pretty sure you could improve mountains, too.

In my current (Civ IV) game, the land I'm taking off the AI (post-liberalism) has quite a few cottages, so even cities that later additions to the can obviously become part of the US/FS approach.

About the only time I run representation is if I build the Pyramids or if a helpful neighbor wishes to donate them to me in the early game. I've only recently started trying out switching civics a lot with a spiritual leader, though, so that could change.
 
On deserts, yes, but not on plains or grassland. ;) (As long as were talking about Civ I, II, IV anyway, haven't played III and V)
 
Basic workshop makes your flat tile a hill tile (that can't be mined)
Workshop with CS&Guilds make your Workshop tile a mined hill
Thus Workshop is wasted tile until both CS & Guilds. Of course when your city has REALLY big problems with production - it will be useful.
 
Workshops and Watermills require SP. If you're running mostly Farms/Cottages, just use Levee's and Mining Inc to make up the difference.

Of course, you have to actually get Mining Inc...
 
Workshops and Watermills require SP.
Watermills only require SP if you're in the biology+railroads era. Before then, you just need replaceable parts. (The main point being that windmills are a better way to improve food than farms, so you swap farm/mine for watermill/windmill)

Grass workshops only need 2 bonuses to be the equivalent of a grassland hill mine. If you have Guilds + Chemistry + Caste, they're as good as the railroaded version. In other words, even without SP, they are a decent-to-good improvement for a good portion of the game.
 
Watermills and workshops are for production cities, plain and simple, 5C is all well and good but I'd rather have 1H (let alone 1F which I can grow into mines/eng/whatever) then 5C in my HE/IW city. 1H becomes 3H with HE/IW/forge/factory/power not counting other modifiers (PS/SP/beur/wonders). The 1 food becomes another hammer just if I run an engi, more if it lets me switch to a mine. so all said and done a watermill provides an extra 5-8H over a cottage per square. Running a cottage on a riverside tile in your HE/IW cities is foolish, Workshops are exactly the same except they provide 2H and no food, which all works out to the same 2.5-8H. Watermills rock.
 
If city has fresh water - it's also available everywhere within city radius, right?

When you have researched biology, you can build farms even at spots that doesn't have a water source.

A grassland farm would WITH biology and WITHOUT fresh water (river/lake or chain of farms) would yield 3 food.

Good for sites which you cannot reach with a chain of farms.
 
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