Tile yields? What's behind them?

Enjoying the Fallen Enchantress Beta intensely, but one thing has bugged me so far. What actually causes the yields of tiles? Most tiles have no yield, and then suddenly there is a small patch somewhere with several tiles with varying yields. But, for the life of me, I can't figure what's so special about those locations. They seem to be near forests or rivers, but then again, I've seen many forested areas near rivers with only empty tile-yields.

Is there some logic behind the numerical values of tile-yields (like in Civ, where you could calculate them manually knowing the specifics of the soil-type, resources, etc.), or is it completely random and without connection to the tile-contents like forests, resources, rivers, etc.?

3,920 views 4 replies
Reply #1 Top

Tile Yields are determined by the surrounding terrain and resources, although I'm not exactly sure how the effects spread from the source. There's also a minimum of 6 total yield before a tile will be usable.

 

Fertile Ground produces grain.

Rivers produce grain and materials.

Forests produce materials.

Mana Shards produce essence.

Lairs and other Resources have a wide range of possible yield modifiers.

Reply #2 Top

A tile have to be of a certain grain/material value (6 I think) before you can settle/see the tile yields of the specific tile

A tile have to NOT be within 6 (I think) tiles of another city.

Grass in general boosts grain of nearby tiles,
Forests in general boosts material of nearby tiles,
Rivers in general boosts grain of nearby tiles,
Shards in general boosts the essence of nearby tiles,
other resources usually boost in certain way, clay pits adds a little material I think, for example.

You only use the tile yields of the tile you settle, because it is the sum yields of the surroundings.

If a city was constructed on a location, and then razed, the area around where the city was located will be without grain, and therefore without yields.

Sincerely
~ Kongdej

Reply #3 Top

Cool, thanks! That makes some sense, although it would be nice if it were a bit more transparant. Still, this way, when exploring I can at least direct my attention towards relevant tile-yield-effectors, like following a river or avoiding mountains.

Reply #4 Top

It's the sort of stuff I suspect will be added to the in-game help file at some point.