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Old World is not like Civilization. The city tile itself isn't as important as in Civ. What is important is the city borders. You can build anywhere (with some rules for urban building adjacency) within your borders. So the specific tile isn't as important as what's included in your borders.
There are reasons you might not take all resources at the start in your borders. For instance, you may have lavender, which isn't workable until a bit later in game. However, harvesting lavender gives culture, which is really useful in the early game. You can't harvest resources inside your borders so you may initially leave it outside, so you can harvest it now to get to the second city culture level faster. Which opens up a lot of stuff!
If a resource is exploited with a specialist, all the adjacent tiles are "culture-bombed" as the Civ parlance has it. And if there are unclaimed special resources adjacent to your border, the border expands to include them, too. So it might make sense to forego resource B if there's a resource A with just one tile between them. You also might be planning on using a temple or for that village instead.
Other things that might make you skip on resources are volcano- and mountain-adjacent tiles or rivers.
Don't you get the unimproved yield in any case, even if you don't have the required tech?
You can only exploit the sea where there are resources and, later, by building harbours or a few wonders. For resource gain purposes therefore sea is of lesser value and building inland can be better. However, you can move quickly in your controlled sea area. Having a chain of cities connected by controlled sea is the best way to move around. If your controlled sea reaches to touch some other land (e.g. an island or across a narrow sea such as the Adriatic) that allows you to move to that land even before you develop navigation.
Yes I played it and watch 2 hours of youtube videos and they didnt answer my basic questions.
First let me thank you for explaining the harvesting. I wasnt aware of the fact you cannot harvest resources inside your culture bordes.
This doesnt make any sense to me at all. Why cant I harvest resources inside the border and harvest them one tile further outside my border?
And I know its not so important where to build the city but that doesnt mean it doesnt matter. The game does not tell anything about like it does not tell anything about some of the terrain types. The in-game help ist just empty in that regard.
Well that questions the information I got in the first answer. So what is correct?
Thanks for pointing this out. So how much more defense do I get for settling on a hill? How much defense provides a river?
Do I need to build directly on the coast for being able to sea transport, build harbours and sea wonders or can I also place the city one or two tiles away from the coast for getting the same advantages?
Especially the sea transport thing seem incredibly important for reaching islands or getting units over the sea.
Plus, I said it's not "workable". You cannot build a grove till you research Land Consolidation, and you can't work it with a specialist Gardener, till you build the grove. :)
Grove gives you +2 culture/+2 science/+20 money per turn.
Gardener gives you +1 science (as rural specialist) and the Luxury.
Can I just ask for you to list exactly what your questions are?
Where to found your first city:
It's hard to answer this question with a valid answer, because the answer is actually "it depends". It depends on the terrain around you. It depends on what resources you want in your initial border. It depends how close the enemies are. It depends on what family you choose. It can even depend on your nation and leader bonuses. Me personally? I focus more on having as many resources in my initial border, or close to my initial border so I can expand to it when I want it, plus also trying to have some trees, hills, and hopefully a mountain (for wood, iron, and stone). Farms can be built pretty much anywhere, and if you've got two food resources, your reliance on farms at the start is pretty low.
Do I have to build directly on the coast to build a ship?
No, you just need coastal water in your borders.
End of the day, nothing can be put in the tooltips for where to found a city. Because it's just not as simple as Civ. You learn over time where MIGHT be a good site to found the city, but really at the end of the day, it's not THAT important. You can always pretty easily just expand the borders wherever you want anyways.
It doesn't really. There is a PASSIVE income of +1 culture per turn, but harvesting can be better because it's +10 culture every 4-5 turns (a little RNG when it becomes available to harvest again). The passive income was only brought in because it was a bit unfair to have these mid game resources spawn inside your city borders on turn 1, so we gave them the smallest passive income possible.
Note I also said "workable", as in building a grove on it, and adding a specialist to it.
Rivers don't provide defence, they reduce attack. City "defence" is increased by building walls/towers/moats (see the encyclopedia for those improvements). Search for "River" in the encyclopedia.
Transporting units over water is done by anchoring a ship and then moving a unit "through" the anchored zone. See Learn to Play 4, which takes you step by step through the process.
You don't have to settle near a coast to transport units by ship, but a coastal tile needs to be in a city's border to build ships or harbours.
First thanks a lot for your answer and your long reply. You cleared some things up for me. Since I watched 2 hours of gameplay on youtube I know all about specialist and so on but they never answered questions in regard to heights and terrains. And the in-game help is barren in that regard. Some terrain or height entries are totally empty. Also the online wikis about this game have no entries about terrain or heights.
So after I have read you post I come to the following conclusion:
- It is still better to have all the resources in the city borders because then I get the bonus but dont have to send a unit there and waste orders for it and especially I dont have to do it repeatedly.
- I dont need to build directly on the coast for building ships and naval transport. So there is no upside to building on coast directly but its a disadvantage because from what I get it is better to have as many land tiles as possilbe in your city borders because they are more valuable. So coastal cities are really bad production-wise.
- Settling besides rivers is always good because it makes it harder to attack my city which is a better defense for me
So my remaining questions are
Do coastal cities get some kind of advantage or bonus besides ships/naval transport? Since sea tiles are so worthless it seems to me besides sea transport coastal cities are reather bad. So settling as far away from the sea but just having one sea tile in city borders seems the best choice. Do they at least get some trading bonus?
Lets say you build a land city but later expand your city borders with one tile onto a sea tile. Are they become able to build ships /naval transport as soon as they expand onto that sea tile?
Regarding expanding cities: Is there a limit for expanding cities? Or can I theoretically just expand a city over the whole map?
What does heights do? Is it harder to attack a city on a hill in comparison to a city on flatlands?
Does the terrain make any difference? So cities on desert have the same attack/defense/value as cities in tundra/arid/lush and so on?
Can vulcanoes destroy a city completly or how much damage can a volcano do. Can it damage/kill units/specialists?
Because of lack of time, I'd like to add two points, for now.
1st Rivers reduce attack for melee units, only (if attacked unit is on the other side if the river). If I remember correct, the amphipious promotion for melee units negates this malus.
2nd Ranged units on a hill (i.e. placed in city center on a hill) get +1 range for their ranged attacks (in case the targeted unit isn't on a hill, too).
Not always. E.g., if there is a horse just outside you can get 50 gold in the first turn or two which can be a big boost on gold starved nations. By the time you can afford the worker effort to develop it you can have expanded your territory.
It also makes it harder for you to attack from the city against attackers. E.g. rebels.
You are over playing the significance of the choice. Sure being away from the sea is a slight advantage but it is just one of many things behind the choice. Also, read the manual about urban adjacency and on connectivity.
yes
No limit
Cities don't have an attack value. The city fortification value is the same regardless. The unit on the city may get a bonus to attack, the most significant is the +1 range for missile troops.
Don't remember it ever doing damage.
Another reason to set your capital 1 hex back from the sea is that some wonders need to be built adjacent to city centre and that makes more such spaces available.
It really doesn't make much difference where you place your city, you can always fix things with a shrine/hamlet/monastery/buying tiles. Play it a bit to get a feel for balancing factors.
Unless you are cleric family, sand is pretty useless, but sand beside mountains can be used for quarries.
By which I mean, you're massively overthinking minor aspects. You don't really have to worry about which hex you found the city in. What you should be worrying about is which family to give it to.
THIS !!?!
You'll never build the perfect optimised empire first off. But you'll learn the little complexities as to what advantages and disadvantages individual cities and what to build where by playing the game.
Don't fear failure, learn from it. Failing to optimise each individual tile has never yet stopped me winning a game, but it taught me what not to do next run.
Do read the adjacency rules on harbours and markets (up to fairs), and harbours and resources. Those are the crucial aspects as to where to build harbours, and thus have ships spawn. And thus where to originally site the city in the first place.
Well not even the manual tells me anything about tiles and heights. There is just nothign about in in the manual. If they are totally unimportant why even have heights and different terrain?
Height is mentioned 1 time in the manual but not what it does. Terrain is mentioned 10 times in the manual but not what the differences and effects on gameplay are.
Since the whole map is made up of tiles which contain terrain and height I think it is just reasonable that the game tells whats what.
Dont know whats going on in your life but I dont have the time to learn a game by trial and error. If I dont understand the basic game mechanics I just dont play a game. I'd rather spend my time with family, friends and colleagues. Or if alone with games I understand. There are plenty out there and my list is full.
I also think it is reasonable for a game to tell what the major components of a game do. The game in beginning consists only of game tiles and my starting unit. The starting unit I cannot change but I can change what tiles I have in my starting city right from the start. So I wanna make a good choice and not just playing like a blind man without brain. You can do this if you want but I wont.
Old world just got my attention because it has a historical background. And I play a game if I like the core mechanics. For that I have to understand what tiles do exactly. The core mechanics of this game is practically tiles which consists of height and terrain, units you move around and cities you build.
And for tiles there is no information in the manual, in the wiki, on youtube or on twitch. It seems not even some of the players know very much about it.
I get 236 matches to "tile" in the manual. I suspect they will tell a lot about tiles.
Thanks a lot for this long post.
So I get there are some rare instance where you get resource boni faster if you gather instead of having them in the city borders.
And its very useful to know your attacks against enemies are also harder if you are on the other side of a river.
Regarding the importance of a choice: I always try to get an edge right from the start by making good decisions. So I am sure I dont overestimate decision-making. I also read the manual but it does not answer any of my questions saddly.
And yes I get it city have not attack or defend values. But this just semantics for me. Apparently many of you dont get the point. This just how I talk about if something makes it easier or harder to attack a city. If a unit has a harder time to attack a city that is automatically a higher city defense. So If I understand you correctly I get a range bonus from height? So I can shoot people further away?
So does terrain type have similar properties. Or why is there temperature terrain in the game?
You dont even know your game. There are heights in the game. Just look it up in the in-game help. As someone pointed out it gives you ranged boni.
But I get it. You are a die-hard fan of the game and dont like the questions I have because you feel threated by them. Okay.