View Full Version : Early Game / GP Farm Question


sbrylski06
Dec 09, 2007, 02:39 AM
First, what's a good number of specialists to have in a GP Farm?

Second, what should I do with my capitol with this start:

http://img85.imageshack.us/img85/2734/civjv4.th.png (http://img85.imageshack.us/my.php?image=civjv4.png)
Warlords/Monarch/Asoka/Large/Terra

The space marked with an X to the north could be a decent GP farm by my standard, as I count +13 food for 6 specialists in a size 5 city.

But what about my capitol? That could make an absolutely killer GP Farm. It could also be a very good financial city with production.

I guess I'm asking what's the best way to go forward with these cities. I'm not too creative with the running of my economy.

Gliese 581
Dec 09, 2007, 03:56 AM
From just looking at the map, I'd maximize the capital for bureacracy, meaning cottages on flood plains mostly and mining the hills. The northern city could be a pretty good gp farm but consider moving it 1NE to the desert.

sbrylski06
Dec 09, 2007, 04:08 PM
From just looking at the map, I'd maximize the capital for bureacracy, meaning cottages on flood plains mostly and mining the hills. The northern city could be a pretty good gp farm but consider moving it 1NE to the desert.

Thanks. I like the idea of moving the nothern city 1NE.

oyzar
Dec 09, 2007, 06:49 PM
settler before worker????? I would reload that start to 4K BC...

TRJS
Dec 09, 2007, 09:59 PM
Yeah, struck me that both size 1? Did you whip or build settler before worker?

sbrylski06
Dec 09, 2007, 11:31 PM
Yeah, struck me that both size 1? Did you whip or build settler before worker?

Yeah, I hutted BW right away, and gunned it for the Copper with a whip. Too nervous with my resources.

Belisar
Dec 10, 2007, 05:20 AM
Even if you cottage all those floodplains ( and riverside gras) in the capital you could run 5-6 specialists.
Run Bureaucracy + academy.

futurehermit
Dec 10, 2007, 08:21 AM
Worker, worker, worker, worker, worker, worker, worker, worker, worker

sbrylski06
Dec 10, 2007, 02:35 PM
Worker is usually #1 on the priority list, but not always. Apparently it should always be #1. Thanks for the advice.

But, what about my original question:
First, what's a good number of specialists to have in a GP Farm?

What's considered "good", or what would be a target number to have?

Gliese 581
Dec 10, 2007, 03:43 PM
Worker is usually #1 on the priority list, but not always. Apparently it should always be #1. Thanks for the advice.

But, what about my original question:


What's considered "good", or what would be a target number to have?

I have no idea really since I usually go for wonder+gp farm where wonders do alot of the gp generation or extreme warmongering where I don't focus as much on gps relatively speaking, but I usually get writing pretty fast whenever I have a city with good surplus food and get a library built there asap, typically by building a barracks/granary/whathaveyou to 1 turn before completion and time it with writing. Then whip the overflow to the lib and immediately assign 2 scientist specialists when it's done.

oyzar
Dec 10, 2007, 03:53 PM
This should be a pretty damn good cottage city... On pretty much all starts where you don't start with a workboat starting with a worker is best...

futurehermit
Dec 10, 2007, 06:00 PM
I just don't understand why you would want two cities with unimproved tiles. It doesn't seem to me that that copper tile was in any serious danger of being settled and even if it was there are ways to deal with that. Imo it's pretty much always better to develop your terrain (esp special tiles) asap and when you have floodplains in your capital it just screams out for cottages asap.