Sid Meier's Civilization VI

Sid Meier's Civilization VI

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chairman7w Oct 26, 2016 @ 3:26pm
NOOB queston about resources
Do you have your Builders always harvest any special resources when you come across them? (the little scythe symbol)

Or do you leave them there? I'm not understanding their role.


Thanks in advance
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Showing 1-6 of 6 comments
Kitten Food Oct 26, 2016 @ 3:30pm 
I wouldn't advice 'scything' a resource unless you planned on building something there like a Wonder or District for adjacency bonuses. The short term gain from removing that resource isn't great enough to choose over building an improvement for long term.
Tsar Alexis (Banned) Oct 26, 2016 @ 3:31pm 
The Builders make an improvement on the resource that is permanent and benefits from the resource as long as the structure stands. You need certain techs before you can build the structures however.
Last edited by Tsar Alexis; Oct 26, 2016 @ 3:31pm
greenPoison Oct 26, 2016 @ 3:31pm 
You can harvest them one time for specifced number of production or food . IT says there how much. Or you can build improvment over that resources. Over wheet farm, over bannas plantation etc.

Builders .. build improvments. Improvemnts gives bonus to how much of resoruces citizent will harvers per turn.

Sometimes it is cool to harverst. I did that once and it gave me extra population in city. Guess that can help in early rush games and when you plan your city in certain way.

Overall I think food extra bonuses are imporant. Later in game food is important.
SailaNamai Oct 26, 2016 @ 3:39pm 
I will usually chop down any normal forests. The production boost is just too good. Chopping a forest to get a quicker factory is pretty much always worth it. Also sawmills kind of suck.
The other resources i will leave up except in very special circumstances. And always harvest anything that you put a disctrict or wonder on.
GronkJuice Oct 26, 2016 @ 3:44pm 
you have basicly three ways to play this game when it come to tile useage

1) enhance resources and harvest them for a short term and long term goals. (works as long as you never change the tile improvement since bonus addons are based on improvement not resource) *this does however prevent any bonus you get from districts and religion*

2) harvest only when you plan on building ontop of resource. *resources disapear when built upon by wonder/district but will remain if city built on top of.* **Only harvestable resources can have wonder/district built on them**

3) Use resources as a guide to setup city. (if food resource that can be farmed, link farms for massive gains late game) *Some civs, like germany's hanza, will get bonuse based on resource not improvement*

EDIT: FYI trees give adjacent bonus to holy sites, while jungle gives to Campus
Last edited by GronkJuice; Oct 26, 2016 @ 3:45pm
Dr Duh Oct 26, 2016 @ 7:03pm 
Marshes are a good candidate for draining (harvesting) early to get a big food boost (which goes towards your next pop point), since although the yield for the tile goes down from 3->2 food when it becomes grassland, you can always build a farm to get it back to 3+. AFAIK, there's no other benefit to keeping marshland (unless you want to build Mont St. Michel), plus later on when you become concerned about appeal, it's a -1.

Rainforest can be worth keeping if you can have an even number of them next to where you'd like to put a campus, otherwise again, it's a -1 to appeal so there's no reason to keep it unless you're going to try for Chichen Itza (which does you little good unless you're going to keep several rainforest tiles in the same city that builds it).

BTW, most adjacency bonuses don't require being from the same city or even same country - the farm triad thing works even when the 3 farms are split between different countries or city states
Last edited by Dr Duh; Oct 26, 2016 @ 7:22pm
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Date Posted: Oct 26, 2016 @ 3:26pm
Posts: 6