View Full Version : Newb forum on City Specialization
arcane assasin Dec 08, 2008, 02:58 PM As a new player reading the forums/articles here I have quickly realized the importance of city specialization is in order to succeed in the game, especially once you start to advance in difficulty. There are some great articles on city spec, and even more help from game threads, which show hands on, in game applications of ideas. Seeing how willing the more experienced players are to help us beginners, I thought I would start a thread where beginners who are beyond the game basics, and looking for more specific answers on city specialization in particular, can post their questions, and have them answered by more knowledgable veterans.
If you are a newbie with more basic questions, there are many threads that can help. I'd like to keep this thread focused on city specialization/development only.
I will follow this post with a few questions. Any and all feedback will be appreciated, and put to good use. Thanks.
arcane assasin Dec 08, 2008, 03:04 PM First off, as I create my early cities and add wonders to them, I am trying to maintain what are referred to as "pure" cities as far as GPP. In my current game I waited on the Oracle, trying to avoid infecting a city planned for Great Scientist production with those points toward Prophets. In the process I lost the Oracle to an AI civ, and therefore missed the Metal Casting slingshot that would have been useful in another city for forge and Great Engineers.
I'd appreciate any feedback on this situation, but also on the importance of the "pure" city approach to GPP.
Bleys Dec 08, 2008, 03:12 PM One great trick I learned from playing in SGs is to put a sign on each city, defining the direction you want to take the city, Commerce or Production.
At lower levels, the best habits to make are in the order you build stuff. Specialization is about timing. If you have a city with lots of tiles for Cottages, then you want things that boost those numbers quickly. Markets, Grocers and Libraries. If a city has lots of hills, then it will be better suited toward Production, so you build farms to feed your Miners and start with buildings like Forges, Barracks, and crank out units.
Every city should have a Granary, and something to pop borders, like a Monument, Temple, Theater, etc. And there are no hard and fast rules here with what you build in your cities. Speaking for myself, I like forges in early in my Commerce cities for the whip/OR, and I also like Markets and Grocers in my Production cities for Happiness and Health. But thats "eventually", specialization is about how you fit each city into its primary role in your Empire.
arcane assasin Dec 08, 2008, 03:14 PM Secondly, as I create early cities I tend to focus on growth, and production, and soon I am loosing research due to lack of commerce. In my current game I am trying to develope a specialist or hybrid economy, but I have neither cottages or specialists yet, and my research is suffering.
So my question is, as you develop your early strategy toward specialization, how do you balance your growth/production properly with the addition of either cottages or specialists to avoid a drop in research?
JTMacc99 Dec 08, 2008, 03:24 PM Secondly, as I create early cities I tend to focus on growth, and production, and soon I am loosing research due to lack of commerce. In my current game I am trying to develope a specialist or hybrid economy, but I have neither cottages or specialists yet, and my research is suffering.
So my question is, as you develop your early strategy toward specialization, how do you balance your growth/production properly with the addition of either cottages or specialists to avoid a drop in research?
If I have at least one city with Gold or Silver, I find that I can get away with putting a lot of effort into growth and production while setting up the cottage economy. If I don't, I will build a library in the capital and any city that will is expected to generate commerce and run as many scientists as I afford in my first 4-5 cities. This usually lasts until something like building the Pyramids or revolting into HR changes the way I can grow my cities, assign citizens and run specialists.
Either that, or I build a bunch of military units, run the science slider way too high, and fund the treasury with war booty.
Stolen Rutters Dec 08, 2008, 04:08 PM Secondly, as I create early cities I tend to focus on growth, and production, and soon I am losing research due to lack of commerce. In my current game I am trying to develop a specialist or hybrid economy, but I have neither cottages or specialists yet, and my research is suffering.
So my question is, as you develop your early strategy toward specialization, how do you balance your growth/production properly with the addition of either cottages or specialists to avoid a drop in research?
Your research is suffering? Build a library, fast. A "specialist economy" shouldn't be afraid to use scientists for research... Your science city should be generating Great Scientist points anyway!
With city specialization, a Science city should come early. In my games, I make it one of the first three... About half the time my production city is City number 2 and the Science city is the capital. I am guessing your map gave you the opportunity for a host of production cities that don't work well as science cities? Just a guess. Get that science city up and running asap.
Now I haven't played a "specialist economy" in a long time, but I think a very large share of your early research comes from scientists and GP points. Great scientists can build an academy and/or settle in your Science City, in addition to bulbing some nice techs.
arcane assasin Dec 08, 2008, 05:01 PM Your research is suffering? Build a library, fast. A "specialist economy" shouldn't be afraid to use scientists for research... Your science city should be generating Great Scientist points anyway!
This is a distinction I have been having a little trouble with. If I am correct, for a SE you would want your scientist specialists(and Glib) in your GPfarm to generate those GS's, then settle the GS's in your science city where you will eventually build Oxford. So can these two be combined into one GPfarm/science center? And that also leads me back to my first question about the purity of GPP (see second post) because currently my capitol is perfect for GPfarm and producing those GS's, so I need to plan for wonders to isolate GS points.
ParadigmShifter Dec 08, 2008, 05:13 PM Sounds like you are putting too much emphasis on wonders in your game. If the capital has high food, and you want to make it a super science city, just build a granary, library, run as many scientists as you can, chop the Great Library, build the National Epic, later Oxford. Markets and Grocers are good later as is an aquaduct (harbour as well if on the coast).
I don't mind Pyramids in my science city either the great engineer you may pop comes in handy for another wonder later.
Sisiutil Dec 08, 2008, 09:22 PM First off, as I create my early cities and add wonders to them, I am trying to maintain what are referred to as "pure" cities as far as GPP. In my current game I waited on the Oracle, trying to avoid infecting a city planned for Great Scientist production with those points toward Prophets. In the process I lost the Oracle to an AI civ, and therefore missed the Metal Casting slingshot that would have been useful in another city for forge and Great Engineers.
I'd appreciate any feedback on this situation, but also on the importance of the "pure" city approach to GPP.
The pure GPP approach is sound, especially for the early and middle game when you want to be assured of the type of GP you'll get (by the late game it no longer really matters). However, losing the Oracle was bad. I would have changed city plans--build the Oracle in the best city with a shot at it and change my GP farm to another city. If you axe-rush someone (yes, Oracle & axe-rush together, it CAN be done), a captured capital is usually a good candidate.
This is a distinction I have been having a little trouble with. If I am correct, for a SE you would want your scientist specialists(and Glib) in your GPfarm to generate those GS's, then settle the GS's in your science city where you will eventually build Oxford. So can these two be combined into one GPfarm/science center? And that also leads me back to my first question about the purity of GPP (see second post) because currently my capitol is perfect for GPfarm and producing those GS's, so I need to plan for wonders to isolate GS points.
In a SE, you want to generating GPP in several cities, not just the GP farm. You should get most of your GP from the city with the National Epic, of course, but it will be awhile before it's built, and later in the game you should also get a batch of late GPs from non-GP farm cities too, once their accummulated GPP can outpace the GP farm's.
Also in a SE, you don't settle Great Scientists; you need them to lightbulb techs, which you then trade to the AI for techs that you're missing. That's one way you make up for running the slider so low. Remember that settled Great People do NOT generate GPP.
arcane assasin Dec 09, 2008, 01:03 AM In a SE, you want to generating GPP in several cities, not just the GP farm. You should get most of your GP from the city with the National Epic, of course, but it will be awhile before it's built, and later in the game you should also get a batch of late GPs from non-GP farm cities too, once their accummulated GPP can outpace the GP farm's.
Also in a SE, you don't settle Great Scientists; you need them to lightbulb techs, which you then trade to the AI for techs that you're missing. That's one way you make up for running the slider so low. Remember that settled Great People do NOT generate GPP.
First off, it is ironic that you respond here, considering I am currently reading up on your ALC's for ideas, and finding a wealth of information there. (Perhaps you recognized the MC->forge->GE progression I was trying) In fact in the game I described I am using Alex and reading ALC#8 as a reference. So anyway, thanks for taking the time.
Just to clarify: the pure GPP route is the way to go, and I am right in using the GPfarm, wherever it ends up, to generate my GS's. So if GS are used for bulbing techs, then what exactly goes in the science city? I'll have to go back and check, but I could have sworn in #7 you had scientists and GS in your science city in SE experiment.
Also, I have designed my main production city to produce GE's with Great Wall, and 'mids on the way. So are GE's viable for the whole game, or just early on to rush those wonders.
EDIT: I just checked ALC#7 and in fact in the mid rounds there was a post where you recieved some GS's and used them to bulb techs. I believe the quote was along the lines of "I suppose I burned the GS instead of putting them to use the whole game." Anyway, thats where I got the idea. Maybe you've changed your strategy since then. I have a lot of catching up to do.
Stolen Rutters Dec 09, 2008, 08:45 AM Just to clarify: the pure GPP route is the way to go, and I am right in using the GPfarm, wherever it ends up, to generate my GS's. So if GS are used for bulbing techs, then what exactly goes in the science city? I'll have to go back and check, but I could have sworn in #7 you had scientists and GS in your science city in SE experiment.
Also, I have designed my main production city to produce GE's with Great Wall, and 'mids on the way. So are GE's viable for the whole game, or just early on to rush those wonders.
Remember that the ALC games were done with the original game, LONG before Beyond the Sword! Great People are used later in the game to form corporations now, so a late GE can give you... shoot, I can't remember which corp... I'm at work. Maybe Mining Corp.?
Anyway, the game is played a bit different now, and the GP points are quite valuable later in the game. Originally they lost effectiveness over time, and once your main wonders were in place (and once those late techs got too expensive, great people were only good to lightbulb half a tech) the only thing you would use them for was settling.
Edit - since I don't know what version you are playing:
-Civ4 early game has always been fun, but seemed to dry up by mid game once I played through the game too many times and realized the late game was mainly tedious (in my view of course). Hit "next turn" and wait, hit next turn and wait... over and over and over, and you'll get what I mean.
-Warlords essentially rewrote (some people say "fixed") the middle game, tweaked the early game and late game, and greatly improved the computer players. Here only the late game was "empty" in my opinion.
-Beyond the Sword rewrote the late game (Corporations! woohoo) and essentially made the game "complete" in my view. BtS is essentially the most fun Civ game I played, mainly because the game is playable from front to back... something to do, things to accomplish, and an AI that can keep up at least part of the way.
arcane assasin Dec 09, 2008, 09:06 AM Remember that the ALC games were done with the original game, LONG before Beyond the Sword! Great People are used later in the game to form corporations now, so a late GE can give you... shoot, I can't remember which corp... I'm at work. Maybe Mining Corp.?
Anyway, the game is played a bit different now, and the GP points are quite valuable later in the game. Originally they lost effectiveness over time, and once your main wonders were in place (and once those late techs got too expensive, great people were only good to lightbulb half a tech) the only thing you would use them for was settling.
Actually, I am playing Warlords now, just got that a month ago. Will get BtS soon though. Are the GP points that much less valuable on this build?
Stolen Rutters Dec 09, 2008, 09:10 AM Actually, I am playing Warlords now, just got that a month ago. Will get BtS soon though. Are the GP points that much less valuable on this build?
Oops, looks like I cross posted my edit.
Warlords. It has been awhile. I think you have more things you can do with your Great People than the original version (a lot more wonders were added and the techs were moved around a little) but I can't remember too many details from Warlords other than it was a big jump in fun from the original. I remember there was less "next turn" and wait in Warlords. Here is where I'll have to bow out and let the Warlords players have their say (or at least the people who can remember enough to be helpful! ;) ).
edit - Just remember the ALCs are still very valuable, and help with whatever version you are playing. Details will vary based on the version, of course.
I can help with one more thing. City specialization as a concept still works no matter the version. You will still need to learn how to build a super science city and a production city. The details will depend which game you play. Regardless, that super science city will still get a granary and library, will avoid building units and ALWAYS concentrate on building science improvments (the production city should build all science city defense units... they will walk to the science city), and it will work every scientist specialist you can afford to feed for the whole game.
Skallagrimson Dec 09, 2008, 09:45 AM City specialization should take into account not just "which specialists should I run where" but also where the pairings of national wonders should go.
I've also found that the map I'm given doesn't allow for pure-pure specialization and the terrain for what I want to build is often imperfect. Life's a b*tch and then you DOW.
What I do is:
1) If the capital is centrally-located relative to the other cities I build, and has good terrain for cottages, it remains the capital and becomes the Science City as well (lowest maintenance means slider science will be highest under those conditions, and good food will allow at least 2 scientists to be flipped there). This doesn't mean it gets cottages right away, but the land is planned, long-term, for cottages. In an early axe-rush is may just get farms for a whip-army. Cottage later when conditions are more stable and you aren't in desperate need for axemen.
2) I try to locate, if possible, a good river-side tile with food and lots of forest, as a future Production center. I DO NOT CHOP here, as it will need all the tree health it can get. Lumber mills with railroads make up for the lost hammers later on. This city gets at least Iron Works, and some other plug-in of national wonder that won't fit elsewhere (e.g., Mount Rushmore).
3) Another specialized spot I try to find is a place with lots and lots of either trees OR JUNGLE, for future use as a National Forest + Shakespeare's Theater synergy combo. This means the city can grow large large LARGE (both health and happiness will be high) and you get lots of free specialists from the NF. The GP farm? Now you've got TWO!!!
4) The standard GP farm gets National Epic, and when at all possible I try to engineer wonders there (adds to the GPPs). What other national wonder goes there will depend on the map. Sometimes you end up with a coastal GP farm (tons of seafood) and Moai makes more sense. Sometimes... not.
5) I try to find a good high-production COASTAL city (except on pangea) for Militaryville: Heroic Epic and West Point. This means that not only will your land units get good promotions, but naval vessels as well. Without a good navy your late game plans will be ripped to shreds by a sea-superior AI. This plugs that gap.
6) Key border culture-war cities get Hermitage and as many different religions as possible (to build cathedral-type buildings, for yet more culture).
Variations on this are legion. If I start with Mysticism I try to do a double religion-pop: Polytheism (Hinduism) and Monotheism (Judaism) in the cap city. It sets a few other things back, but a Double-Holy with shrines for both make for a highly-rich Wall Street city later in the game. This same capital city CAN also be the science city, but often not. Often your starting capital is in a crappy place (I usually play Continents and the game loves to stick you on tundra surrounded by desert, so the capital is just a bunch of tents building settlers to get the f*** out of dodge and go to greener pastures ASAP). But it doesn't matter too much what the tiles are like in a double-holy city, as its primary revenue is from pilgrims, not cottages.
Terrain doesn't always allow for having both an Iron Works production center and a forrested wonderland for free specialists. Sometimes it makes more sense to leave some trees unchopped in the GP farm and combine NE with NF and use some other method to try to keep citizens happy there. Or the converse, combine NE with ST and just food your way past the health limit.
Quite often you don't get really good commerce cities until you TAKE one from an AI. I'm quite often okay with that. If I'm on terrain that's only production-friendly, I produce. UNITS. :ar15:
To me it's more key to peacefully settle the pristine forest land and keep it pristine, because there's no taking that from an AI (any land the AIs settle they always chop it to death, so the bonuses for an Iron Works or National Forest are gone forever). Cottages you can take or grow later. Trees you need NOW. In fact get as many forests as you can because the ones you won't keep pristine for IW or NF, you can chop those for gearing up your axe rush.
Your mileage may vary, and your map definitely will.
Divaythsarmour Dec 09, 2008, 10:42 AM First off, as I create my early cities and add wonders to them, I am trying to maintain what are referred to as "pure" cities as far as GPP. In my current game I waited on the Oracle, trying to avoid infecting a city planned for Great Scientist production with those points toward Prophets. In the process I lost the Oracle to an AI civ, and therefore missed the Metal Casting slingshot that would have been useful in another city for forge and Great Engineers.
I'd appreciate any feedback on this situation, but also on the importance of the "pure" city approach to GPP.
There's no reason for a beginner to worry about creating a GP farm just for just one type of GP. I suppose it's good to know and understand the theory behind it. But employing that kind of an approach in a useful way is probably somewhere between interediate and advanced gameplay. You would have to log in a lot of games before you would even know what type of GP is most useful to your game style.
I think the oracle/metal casting slingshot would be much more useful to a beginning player. It might help you grab more land or get some sort of an advantage to build on early in the game.
Divaythsarmour Dec 09, 2008, 11:17 AM The advantage in city specialization is in how it enables you to maximize commerce, research and production in the most efficient manner. After you settle there are two decisions in city specialization, improvements and buildings.
Commerce cities are to maximize the money for your economy. You improve the tiles with cottages and enough farms to feed the citizens to work the maximum tiles. It's a bonus if you have luxury resources - improve accordingly. Dont build forges, factories, libraries, universities etc. Build banks in commerce cities. Build Wall St in your best commerce city. It's also a good place to settle great merchants.
Science cities are for the maximization of research. Improvements would include farms for a surplus of food to feed the scientists specialist that you'll choose in your city screen. Build libraries, universities, observatories etc. Don't build banks, forges, factories etc. Science cities are a great place to build academies (with a GS).
Production cities are for building your armies and your wonders. Improvements are primarily mines for hammers and farms to feed the citizens. Forges and factories are the buildings to enhance production. Don't build libraries, universities, banks etc.
Rivers are great for any city placement. All cities benifit from food resources. The highest food resorce regions would be the best science citys. The regions with the most hills (especially plains hills) are best for production. Commerce cities can be anywhere if you can feed enough citizens to work the cottages.
Each player will make exceptions as is helpful.
pigswill Dec 09, 2008, 11:25 AM I tend to find that I run libraries and a couple of scientists in two or three cities early on to generate the GSs for liberalism. My GP farm (with NE) tends to come later (and sometimes not at all) and by that point I'm not so worried about which GP I'll get as they tend to get used for golden ages.
One potentially useful trick if you're going for an early wonder is to build it in the city that's destined to become your unit pump and use other cities to run specialists for the GPs you want.
Edit: I tend to find in practice that to grab as much land as possible before someone else takes it I rush out settlers and place cities to cover the territory with as little overlap and few gaps as possible (allowing for grabbing resources, mountains in the wrong place etc). As a consequence I get the city first then decide what's the most useful way to specialise it later. Most of my cities tend to become hybrids as a result but I'd rather have six hybrids than four 'perfect' cities.
FlyinJohnnyL Dec 09, 2008, 12:05 PM Production cities are for building your armies and your wonders. Improvements are primarily mines for hammers and farms to feed the citizens. Forges and factories are the buildings to enhance production. Don't build libraries, universities, banks etc.
I often find that I build banks and unis in the military pump to get 6 of them up quicker so I can get Oxford and Wall Street up quicker as well.
And shouldn't you build some cottages in the science city? Or should you farm it all to maximize scientists?
Stolen Rutters Dec 09, 2008, 12:38 PM I often find that I build banks and unis in the military pump to get 6 of them up quicker so I can get Oxford and Wall Street up quicker as well.
And shouldn't you build some cottages in the science city? Or should you farm it all to maximize scientists?
Depends on the situation, the map... If your leader is financial and the city is on a river, cottages will probably win. If creative and no river, scientists will probably win. (But not always.)
Skallagrimson Dec 09, 2008, 12:47 PM Any building where you need 6+ to build a nat. wonder, I tend to build everywhere.
And in the later game where I'm building more than enough units from my production cities, I go for "nice to have" buildings everywhere else, just to take them temporarily off of unit production.
Producing too many units is a very nice problem to have, but I do have it in most late games.
arcane assasin Dec 09, 2008, 01:15 PM Wow! So much info to digest, and all helpful. I will have to come back to this forum often while I play.
Generally, my problem still lies with commerce and research. I think it's because I neglect to build cottages, or assign scientists too much in the early game. A couple things that might be causing problems:
1) I could be using the whip too much early on, trying to build an army, and using overflow to go for wonders. Should I be letting my cities grow more so they can work cottages or be assigned as specialists. After whipping I tend to focus on food to regrow, or production to finish a build.
2) I spend too much time debating with myself over what my capital city will become. Since it seems like it is always a viable option for GP, science or commerce, and depending on what other land you have available, it can be a tough choice. But lately, I've noticed that once you start to capture enemy capitals, they are also placed in good locations. Is this usually the case, and do you wait to decide on major specialized cities (Oxford, Wall Street, GPfarm) until you've conquered a few civs?
Skallagrimson Dec 09, 2008, 01:30 PM Generally, my problem still lies with commerce and research. I think it's because I neglect to build cottages, or assign scientists too much in the early game.
In the early game, assigning scientists > cottages.
In the later game, cottages > scientists.
Writing needs to be researched, traded for, or stolen ASAP.
A couple things that might be causing problems:
1) I could be using the whip too much early on, trying to build an army, and using overflow to go for wonders. Should I be letting my cities grow more so they can work cottages or be assigned as specialists. After whipping I tend to focus on food to regrow, or production to finish a build.
Depends on what phase of the game you're in, and what wonder. Most wonders are better to take after AIs have build them (e.g., pyramids, schwedwagon paya). The ones I try to build are Oracle, Great Library, and Taj Mahal, O and TM because you only get the benefit at build-time, and GL because you just can't afford to let an AI get away with two free scientists for an extended period.
The other wonders? Take 'em later. Let the AI burn all those hammers.
2) I spend too much time debating with myself over what my capital city will become. Since it seems like it is always a viable option for GP, science or commerce, and depending on what other land you have available, it can be a tough choice. But lately, I've noticed that once you start to capture enemy capitals, they are also placed in good locations. Is this usually the case, and do you wait to decide on major specialized cities (Oxford, Wall Street, GPfarm) until you've conquered a few civs?
A bigger question to address is where your capital should *be*. Never keep a capital at the butt end of a long linear land mass: you'll kill the commerce of most of your cities by how far away they have to be. Try to centrally locate a capital as much as possible, and IF possible try to make that capital your scienceville. Oxford, academy, GL, are ideal at the cap, and after the initial emergency desperate need for axemen, switch tiles at the cap to cottages (a rare exception to the early Specialist Economy rule, IMO, is at the cap city where most of the commerce comes in clean and you can best afford to mature some cottages).
Sometimes my cap city is placed right and it's more ideally set up to be my Iron Works or Militaryville, or GP farm, etc. That's okay, as long as the scienceville is *close* to the cap city or Versailles or Forbidden Palace. Generally it's optimal to have commerce cities closer to capital centers and production cities farther away (as commerce efficiency degrades with distance, but hammer efficiency does not).
It's a cost to build (rebuild) that palace, but it could cost more to have a poorly-placed cap.
Divaythsarmour Dec 10, 2008, 09:29 AM Wow! So much info to digest, and all helpful.
Yes, there's a lot of information. If you try and digest it all, it can make it hard to focus your approach. The key to succesfully specializing your cities will be on focusing. Keep it simple.
Generally, my problem still lies with commerce and research. I think it's because I neglect to build cottages, or assign scientists too much in the early game.
You're probably right about this. Building cottages in the early game will help you keep your science slider from dropping too low as you expand your empire. And it's easy to do. Just make sure that the cities (you're building the cottages in) have plenty of food to maximize the population to work those cottages. And you'll need to keep them happy too.
The science city is where you assign the scientists. Don't build cottages here in the early game(no matter what some of the respondents to this thread write). Remember, you're focusing now. Build farms and maximize food. Build a library in the early game and assign scientist. Keep checking the city screen to see how many scientists you can assign, while still growing population. Build temples and other "happiness" buildings to keep everyone happy.
I could be using the whip too much early on, trying to build an army, and using overflow to go for wonders.
I find that the better I get at specialization the less I use the whip. In fact, the penalty for whipping is severe enough, that I try and make sure that I'm getting more then one benifit each time I use it, while minimizing the penalties. Try to avoid whipping unless; 1) The population is over the happy cap, 2) it will remove 2 or more population.
When you do go for a wonder (i.e. in your best production city - probably your capitol) try to avoid letting your population go over the happy cap. Use the "avoid growth" button in the city planner to do this. Not only will it automatically hold the population at it's current rate, it will also automatically move the population that's working food tiles over to more of the production tiles. Generally it does a good job of that, but sometimes you can choose them better. Just don't forget to turn that avoid growth button off later, when your happy cap goes further up.
Another thing is that you'll probably want to switch to the Caste System civic ASAP to get the maximum benifit from your science cities. Holding population below the happy cap will have to be accomplished entirely by assigning scientists, artists etc. as you won't be able to whip.
I spend too much time debating with myself over what my capital city will become. Since it seems like it is always a viable option for GP, science or commerce, and depending on what other land you have available, it can be a tough choice. But lately, I've noticed that once you start to capture enemy capitals, they are also placed in good locations. Is this usually the case, and do you wait to decide on major specialized cities (Oxford, Wall Street, GPfarm) until you've conquered a few civs?
There's a great saying "pain is inevitable but suffering is optional." Don't worry about specializing your capitol. In most cases they end up being a hybrid city (a little of everything). Sometimes they do lean more towards production (lots of plains hills and resources), commerce (flood plains) or research (many food resources). Sometimes you can really get a lot of "bang" out of it by running beauraucracy and leveraging that specialty.
Oxford goes in your best science city (where you're running the most scientists). Because the only thing that oxford multiplies is research. Now when you finish researching democracy and switch to emancipation, you can start replacing many of the farms with cottages - as the benefits of caste system (unlimited scientists) will be lost. But still keep your maximum number of scientist specialists going)
Wall St. goes in your best commerce city (the one that's predominantly cottages). Just look at your city screens to see which one is producing the most commerce if you're not sure.
I like to build Iron works in my best production city (when I have coal and iron).
I might wait to build one of the three (Wall St., Oxford, Iron Works) if I know that the capture of an enemy city that would be perfect is fairly iminent. Otherwise, I might need to build them in the cities I've already got in order to maintain or get that edge to go and conquer those cities.
Skallagrimson Dec 10, 2008, 10:33 AM Does the BUG mod have an option to automatically limit a city's growth by happy/healthy caps and dynamically unlimit when those caps change? It would have been nice if the game had that to begin with, but a mod would work too.
Joshua368 Dec 10, 2008, 10:58 AM Does the BUG mod have an option to automatically limit a city's growth by happy/healthy caps and dynamically unlimit when those caps change? It would have been nice if the game had that to begin with, but a mod would work too.
The game already does that to some level automatically, it'll stop emphasizing growth when the happy cap approaches, moving citizens off farms and onto mines and such. Doesn't completely stop growth, but it slows it.
The BUG mod doesn't actually alter gameplay though, so you won't see anything like that in it.
VoiceOfUnreason Dec 10, 2008, 11:04 AM But lately, I've noticed that once you start to capture enemy capitals, they are also placed in good locations. Is this usually the case, and do you wait to decide on major specialized cities (Oxford, Wall Street, GPfarm) until you've conquered a few civs?
For me, not generally - the decision about what goes where comes first. In other words, I figure out how Madrid is going to fit into my plans before I declare war on Isabella. The fact that my city is under her cultural control is... correctable.
A quick comment on the whip: it's just another production trick, like working a mine. If the focus of the city isn't production, then why are you whipping?
There are legitimate answers, of course - horses for courses - but it could also be a symptom that you are addicted to your infrastructure, and need to learn that it can wait.
I'd generally advise starting with the easy specializations; military pumps, GP farms, wonder farms, and leaving alone the everything else. Commerce/Science/Wealth cities I think are a significantly harder problem, because of the number of variables that come into play, and the fact that the trade offs are much more volatile over the course of a game.
and of course the obligatory note - city specialization with an aimless plan goes nowhere really quickly. So some of what you need to be learning is how this particular tool fits with different strategic ideas.
arcane assasin Dec 10, 2008, 11:01 PM Yes, there's a lot of information. If you try and digest it all, it can make it hard to focus your approach. The key to succesfully specializing your cities will be on focusing. Keep it simple.
Thanks for the detailed response. A few things I need to clarify though...
The science city is where you assign the scientists. Don't build cottages here in the early game(no matter what some of the respondents to this thread write). Remember, you're focusing now.
Why not build some cottages here? Is it only to focus the use of your pop?
Try to avoid whipping unless; 1) The population is over the happy cap, 2) it will remove 2 or more population.
On point #2 here, do you mean that you want to remove 2 or more pop, and if so, why?
Use the "avoid growth" button in the city planner to do this. Not only will it automatically hold the population at it's current rate, it will also automatically move the population that's working food tiles over to more of the production tiles. Generally it does a good job of that, but sometimes you can choose them better.
First off, I never like to automate anything, but if I do use the"avoid growth," will it control growth simply by rearranging my worked tiles for me, or does it actually halt growth, even if there is a food surplus?
VoiceOfUnreason Dec 11, 2008, 12:10 AM On point #2 here, do you mean that you want to remove 2 or more pop, and if so, why?
From a very high level:
(1) the anger cost of whipping is independent of the number of pop you sacrifice.
(2) a one pop whip is "unhappy neutral" - it raises whip anger one unit, while reducing crowding anger by one unit. Which means if you are at the happy cap (a good place to be), you have no room to grow.
(3) but whipping two or more pop reduces the crowding anger more than the whip anger, which leaves you room to grow without exceeding the happy cap. Growing the population is an effective way to profit from surplus food + granary.
henrebotha Dec 11, 2008, 02:59 AM First off, I never like to automate anything, but if I do use the"avoid growth," will it control growth simply by rearranging my worked tiles for me, or does it actually halt growth, even if there is a food surplus?
It rearranges food tiles to avoid growth. It won't magically get rid of surplus food.
Meanness Dec 11, 2008, 08:29 AM It rearranges food tiles to avoid growth. It won't magically get rid of surplus food.
Not true, unless a patch changed this behavior. As of the latest version, it will try, but if you don't have the right combination of tiles to work, it will eat the food surplus to avoid growth.
To the OP: Don't hesitate. You won't always have a city that is ideally suited to each task. Take what you have and specialize the hell out of it, as early as possible. You may find a better site later on and want to rework some cities, but cross that bridge when you come to it. The earlier you start specializing, the more benefits you'll receive from it.
I used to be a perfectionist who would move my palace around to find the best spot for a bureaucracy capital, and wait to build a GP farm until I found an ideal site. But the game doesn't reward this kind of play.
henrebotha Dec 11, 2008, 08:33 AM Wait, are you sure of this? Can someone please confirm? Because I recall several instances (in earlier games, mind, where I automated my workers and citizens :blush:) where my city would still grow by like 1:food: every turn even though I had selected "avoid growth".
Divaythsarmour Dec 11, 2008, 08:38 AM Why not build some cottages here? Is it only to focus the use of your pop?
Yes, the idea of the science city is to maximize beakers not commerce. So if you build a few more farms rather than a few cottages, you'll be able to support more scientist specialists. More benifit is realized over-all as the beakers from those specialists will be multiplied by the library, the university, observatory and Oxford. Note: this changes when you switch to emancipation. You won't be able to run as many scientist specialists and you might as well switch some of those tiles over to cottages at that point.
On point #2 here, do you mean that you want to remove 2 or more pop, and if so, why?
This was answered beautifully by Voiceofunreason.
First off, I never like to automate anything, but if I do use the"avoid growth," will it control growth simply by rearranging my worked tiles for me, or does it actually halt growth, even if there is a food surplus?
It will actually halt growth. You'll see on the bar in the city screen "turns to next population growth = 1 or something like that. And it will remain there until you turn off the button, at which point you'll immediately have another "population" on the next turn.
It would certainly be a personal choice whether or not to use it. Ultimately, the goal is to keep those cities from smoking in the most efficient way possible. There certainly are other ways to stay under the happy cap, either whipping or assigning specialists or maybe even destroying food tile improvements. You'll need BW to whip. What if you don't have it yet? You'll need a library to assign a scientist. What if you don't have that yet? And destroying tile improvements would seem self defeating and might not even work in all situation (I've never done it). There might be scenarios where there's no better or more efficient way to keep the population under the happy cap than to use the button at least for a number of turns. In that case choosing not to "automate" might be a self limiting exercise.
Divaythsarmour Dec 11, 2008, 08:45 AM As of the latest version, it will try, but if you don't have the right combination of tiles to work, it will eat the food surplus to avoid growth.
I'm playing the Civ 4 Gold Edition Warlords expansion. It not only halts growth but I've noticed that it converts surplus food into hammers. At least I think it's doing this, because if I manually change the tiles being worked from tiles with minimally more food to tiles with minimally more hammers, I actually lower my cities hammer production in some cases.
I suppose in real life the workers might work a little harder if they get fed better.:)
|
|