I didn't find this listed, but did search every thread either. If not mentioned, it is now.
When you have a tile that gets hit by pollution, that tile becomes unworkable. BUT you still get all the production from it. example:
city total before pollution:
10 food, 10 shields, 10 commerce. Of which, 2 each come from the tile to be affected.
say the face on the pollution tile when removed by the game becomes a specialist.
After the pollution stikes, the city still has the same 10/10/10, but now the face is not working that tile.
I clear the pollution, and place that face back where it was. Now the city is producing 12/12/12. It will continue to produce 12/12/12 until growth occurs. If I stagnate the city, it will always produce the extra phantom 2/2/2.
This can be a real boon, if pollution hits a hill/gold/mine/railroad, and you stagnate. I found this because I had a city that I had previously stagnated because of the lack of available food. After the pollution, I was able to choose between growing another point and building a worker, or moving the face from the (now cleared) food tile to a mountain/mine and reaping the benefits for working the extra mountain tile.
Check your cities if you have had any pollution strikes, and count what the workers produce VS the "totals produced" in the city window. Bet you find some of that "fast food" (provided the city hadn't grown since you cleared the polution).
When you have a tile that gets hit by pollution, that tile becomes unworkable. BUT you still get all the production from it. example:
city total before pollution:
10 food, 10 shields, 10 commerce. Of which, 2 each come from the tile to be affected.
say the face on the pollution tile when removed by the game becomes a specialist.
After the pollution stikes, the city still has the same 10/10/10, but now the face is not working that tile.
I clear the pollution, and place that face back where it was. Now the city is producing 12/12/12. It will continue to produce 12/12/12 until growth occurs. If I stagnate the city, it will always produce the extra phantom 2/2/2.
This can be a real boon, if pollution hits a hill/gold/mine/railroad, and you stagnate. I found this because I had a city that I had previously stagnated because of the lack of available food. After the pollution, I was able to choose between growing another point and building a worker, or moving the face from the (now cleared) food tile to a mountain/mine and reaping the benefits for working the extra mountain tile.
Check your cities if you have had any pollution strikes, and count what the workers produce VS the "totals produced" in the city window. Bet you find some of that "fast food" (provided the city hadn't grown since you cleared the polution).
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