Sid Meier's Civilization IV: Beyond the Sword

Sid Meier's Civilization IV: Beyond the Sword

SirThompson Nov 26, 2012 @ 4:27am
does anyone else have workers building forts on strategic resources? any way to stop that?
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Showing 1-15 of 26 comments
jefe Nov 27, 2012 @ 3:04pm 
Happens to me too. I always have a few workers to undo things like that manually.
SirThompson Nov 27, 2012 @ 4:43pm 
yeah i have to keep a three man group to fix it
Merle Cory Nov 28, 2012 @ 7:43pm 
what happens is if you already had the resource the game doesn't think you need it anymore so the worker builds a fort cause it's strange :P
WhydoIevenbother Dec 6, 2012 @ 2:10pm 
Click the option to leave old improvements.
Footloose777 Dec 9, 2012 @ 10:33am 
if you automate workers they will build forts on resources outside of your culture. I suggest you never automate workers they are much less efficient (example: they always road a resource in your culture before developing it meaning you get it up to two turns later)
Phlum Dec 10, 2012 @ 1:29pm 
Don't bother automating workers unless you're otherwise engaged (e.g. war)
SirThompson Dec 10, 2012 @ 1:52pm 
i have always automated them, dont you need a road connected to a resource in order to use it?
Footloose777 Dec 10, 2012 @ 3:12pm 
No you can have a population of a city working an improved tile even if it has no road but your civilization does not get the benefit of it unless it is roaded (or on a river connected to your civilization)

So advanced players won't road until later on when they need that resource because of health or happiness penalties from growing cities. (example cow = +1 health, Ivory = +1 happy) or because you need to travel along the road.

Half roading sub topic
To ensure you never waste worker turns you can half road... Example, corn two tiles from worker
Scenario 1 If you move worker there his turn is used.
Scenario 2 If you move him one tile and road for one turn his turn is also used but you have made half of a road in that tile, you can come back and finish the road later!

The next turn, in either scenario, you can start working on the corn.
Last edited by Footloose777; Dec 10, 2012 @ 3:14pm
SirThompson Dec 11, 2012 @ 10:04am 
ive been playing this game for years and never once thought about that...
d23_ Dec 14, 2012 @ 10:51pm 
Forts on resources will provide the resource to your empire.
Footloose777 Dec 16, 2012 @ 10:43am 
@SirThomspon: you can also do the same thing with india's unique unit, it's kind of a specific example but becuase you don't get a penalty for moving into forest you can move into the forest and chop for one turn and then do the farm. When you come back to that tile of forest you only need to chop two turns to get rid of the forest and get the production bonus
💩 Bubs 💩 Dec 18, 2012 @ 10:42am 
The real answer to why they build forts is that forts count as cities for purposes of harvesting a resource. So you get the resource, but you don't get the tile bonuses. This is irrelevant usually because they shouldn't be building forts if it's within a city's workable radius (if they are, no way to stop them I guess).
💩 Bubs 💩 Dec 18, 2012 @ 10:42am 
<this post is just so i could subscribe to the topic, won't let me delete>
Last edited by 💩 Bubs 💩; Dec 18, 2012 @ 10:43am
chickencho Dec 18, 2012 @ 4:01pm 
Fort also can produce resource
Navarre Dec 31, 2012 @ 3:44am 
The only downside of forts is that they take longer to build than other improvements, thus wasting workers' turns. Automated workers only build them on resources outside of cities' tiles, so you don't lose gold or food.

Just build manually whatever improvement you need on the resource and check "workers let old improvements" so they won't rebuild everything once you automate them in the later part of the game. As long as your cities' tiles and resources are not improved and connected, you shouldn't automate your workers.
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Date Posted: Nov 26, 2012 @ 4:27am
Posts: 26