There are lots of terrain improvements in Civ 4. Some require special resources, other can be built anywhere, given that the technology is right.
As I experiment my way through the XML file, I try to create a good setup of terrain improvements, following these criteria:
* All improvements should be useful at some occasion
* Historical realism
* Few tech-upgrades
* As few additions as possible
Here is my current setup:
General improvements, not requiring resources
FOOD
Pasture: Hill/Grassland. Grass, Plains, Tundra. Animal Husbandry. Costs 400. +1 food.
The Pasture works as a low-grade farm, requiring no water and less construction time.
Field: Grass, Plains, riverside. Agriculture. Costs 700. +2 food. Requires/carries Irrigation.
Fields will require more work, but also yield more.
Factory Farm: Any flatland. Biology. Costs 1500. +3 food. +1 food with Refrigeration. Requires/carries Irrigation. (Irrigation redundant with Combustion.)
The Factory Farms will give you a lot of food in the endgame. This means you will not need so much of your land for farming. Also, you will have overcrowded cities with unhappiness, disease and unemployment, just like in real life.
Windmill: Hill. Engineering. Costs 1200. +2 food. +1 prod with Electricity.
Fishing Boats: Coast. Fishing. Costs 300. +1 food. +1 food with Astronomy.
Lighthouse adds commerce instead of food to offset food yield from Fishing boats. The population growth threshold is increased to offset the extra food production.
PRODUCTION
Workshop: Any flatland. Guilds. Costs 1500. -1 food, +2 prod. +1 prod with Chemistry & Physics, +1 prod with Rail.
Expensive to build, but productive.
Watermill: Riverside. Costs 1500. +1 food, +1 prod. +2 prod with Electricity.
Mine: Hill, Desert. Mining. Costs 600. +2 prod. +1 prod with Steam Power. +1 prod with Rail. Can discover minerals.
Lumber Mill. Forest. Replaceable Parts. Costs 400. +1 prod. +1 prod with River. +1 prod with Rail.
If chopping is weakened, building Lumbermills will be more of an option.
Merchant Ships: Coast. Optics. Costs 700. +1 prod, +1 commerce.
Merchant Ships can give a decent production to coastal cities. Merchant Ships also function as Whaling boats.
COMMERCE
Cottage: Grass, Plains and riverside. Pottery. Costs 500. +1 commerce. +1 with Road. Evolves into Hamlet.
Hamlet: Grass, Plains and riverside. Printing Press. Costs 800. +2 commerce. +1 with Road. Evolves into Village.
You get no commerce bonus from Printing Press, but you can build instant Hamlets!
Village: Any flatland. Combustion. Costs 1200. -1 food, +4 commerce, +1 with Rail. Evolves into Town.
Town: Any land square. Ecology. Costs 1600. -1 food, +6 commerce, +1 with Rail.
You can now build Hamlets, Villages and Towns, given that you have the right tech. Urban sprawl will be fast in the late game.
Camp: Forests, Hills & Tundra. Hunting. Costs 300. +1 commerce. Does not evolve.
RESOURCE-ONLY
Quarry, Plantation, Well, Platform: No change.
The Pasture, Camp, Fishing Boat and Whaling Boat (renamed to Merchant Ship) can now be used both as resource-extractors and regular improvements, just like the Farm and Mine.
As I experiment my way through the XML file, I try to create a good setup of terrain improvements, following these criteria:
* All improvements should be useful at some occasion
* Historical realism
* Few tech-upgrades
* As few additions as possible
Here is my current setup:
General improvements, not requiring resources
FOOD
Pasture: Hill/Grassland. Grass, Plains, Tundra. Animal Husbandry. Costs 400. +1 food.
The Pasture works as a low-grade farm, requiring no water and less construction time.
Field: Grass, Plains, riverside. Agriculture. Costs 700. +2 food. Requires/carries Irrigation.
Fields will require more work, but also yield more.
Factory Farm: Any flatland. Biology. Costs 1500. +3 food. +1 food with Refrigeration. Requires/carries Irrigation. (Irrigation redundant with Combustion.)
The Factory Farms will give you a lot of food in the endgame. This means you will not need so much of your land for farming. Also, you will have overcrowded cities with unhappiness, disease and unemployment, just like in real life.
Windmill: Hill. Engineering. Costs 1200. +2 food. +1 prod with Electricity.
Fishing Boats: Coast. Fishing. Costs 300. +1 food. +1 food with Astronomy.
Lighthouse adds commerce instead of food to offset food yield from Fishing boats. The population growth threshold is increased to offset the extra food production.
PRODUCTION
Workshop: Any flatland. Guilds. Costs 1500. -1 food, +2 prod. +1 prod with Chemistry & Physics, +1 prod with Rail.
Expensive to build, but productive.
Watermill: Riverside. Costs 1500. +1 food, +1 prod. +2 prod with Electricity.
Mine: Hill, Desert. Mining. Costs 600. +2 prod. +1 prod with Steam Power. +1 prod with Rail. Can discover minerals.
Lumber Mill. Forest. Replaceable Parts. Costs 400. +1 prod. +1 prod with River. +1 prod with Rail.
If chopping is weakened, building Lumbermills will be more of an option.
Merchant Ships: Coast. Optics. Costs 700. +1 prod, +1 commerce.
Merchant Ships can give a decent production to coastal cities. Merchant Ships also function as Whaling boats.
COMMERCE
Cottage: Grass, Plains and riverside. Pottery. Costs 500. +1 commerce. +1 with Road. Evolves into Hamlet.
Hamlet: Grass, Plains and riverside. Printing Press. Costs 800. +2 commerce. +1 with Road. Evolves into Village.
You get no commerce bonus from Printing Press, but you can build instant Hamlets!
Village: Any flatland. Combustion. Costs 1200. -1 food, +4 commerce, +1 with Rail. Evolves into Town.
Town: Any land square. Ecology. Costs 1600. -1 food, +6 commerce, +1 with Rail.
You can now build Hamlets, Villages and Towns, given that you have the right tech. Urban sprawl will be fast in the late game.
Camp: Forests, Hills & Tundra. Hunting. Costs 300. +1 commerce. Does not evolve.
RESOURCE-ONLY
Quarry, Plantation, Well, Platform: No change.
The Pasture, Camp, Fishing Boat and Whaling Boat (renamed to Merchant Ship) can now be used both as resource-extractors and regular improvements, just like the Farm and Mine.
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