A Guide to City Specialization and Land Improvements

Excl

Warlord
Joined
Feb 25, 2003
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This is my first attempt at writing a guide, so bear with me. If you find anything that I'm wrong on, please call me on it! I'm writing this down to help me think out the process as well.



A Guide to City Specialization and the Land Improvements that surround them. (ver 1.6)

Basic Overview

First we need to go over the basics, terms and abbreviations so that everybody is on the same page. There are 3.5 types of specialized cities. I say 3.5 because a few of them are just a specialization of one. They are:

-- Great Person Farm City (GP Farm)
-- Production City
-- Commerce Cities
----- Scientific Commerce City
----- Money (Gold) Commerce City
----- Holy Commerce City
----- Hybrid Commerce City

We will discuss each in detail later on. But the basic function of each is pretty self explanatory. GP Farms grow nothing but Great People. Production Cities make your defensive units. Commerce Cites make your money and science. The ratios of how many of each you need vary from player to player. Typically, only one GP farm is needed for the map, and a ratio of 2 production per 3 Commerce cities is sufficient. A lot of this depends on if you plan on being aggressive or scientific/cultural, and also how many of your commerce cities can double as production cities (called hybrids). You can get away with having just two pure production cities, but it helps to have more in war times. If you have a lot of hybrid cities (which you will), count them as both a Production and Commerce city, and still aim for the 2:3 ratio.

There are also a number of National Wonders that you can build to enhance your cities specialization. Most will probably go in Production cities, just because it's quicker to build there. We'll discuss which ones are useful for what cities when we get into the detail of each, but let's list the wonders first. All Nation Wonders generate 1 Great Person Points, and the type it favors is listed in parenthesis:

- Forbidden Palace: (Merchant) Reduces maintenance in nearby cities
- Globe Theatre: (Artist) No unhappiness from this city. Can turn 3 citizens into artist
- Hermitage: (Artist) +100% culture in this city
- Heroic Epic: (Artist) +100% military unit production in this city
- Ironworks: (Engineer) +50% hammer with Coal. +50% hammer with Iron. Can turn 3 citizens into Engineer
- Mt. Rushmore: (Artist) -25% War unhappiness from all cities
- National Epic: (Artist) +100% Great People birth rate in this city
- Oxford University: (Scientist) +100% research in this city. Can turn 3 citizens into Scientist
- Red Cross: (Scientist) Free Medic I promotion for units built in this city
- Scotland Yard: (Scientist) Required to train Spy
- Wall Street: (Merchant) +100% gold in this city
- West Point: (Engineer) New units receive +4 experience points


Understanding Commerce Points versus Gold/Money

I needed to add this section, because even I was confused by it. Civ4's use of Gold icons and terminology gets really confusing, so let's explain it because it is critical to city development.

Commerce is the number of gold "coins" and money bags that appear in your city's workable tiles. To prevent confusion, I'm just going to call these Commerce Points (which I'll abbreviate to CPs). A coin equals 1CP and a money bag equals 5 CPs. Foreign trade routes also generate CPs (if somebody wants to explain how this works, please do). All of the CPs generated from your trade routes and tiles are added up and become your City's total Commerce.

Gold or Money is what is generated after you take your CPs and put them on the Science/Gold/Culture Slider. Usually this is set to something like 90% Science, 10% Gold. So if your city generates 100 CPs and is put through the slider, you will get 90 science beakers and 10 actual Gold pieces of Money.

This is important to know because your city buildings effect what happens AFTER the CPs have gone through the slider. Building a bank will increase the Gold produced in the city by 50%, not the Commerce! So if your city makes 100 CPs and you put it through the 10% slider. You will wind up with 10 gold. Multiplied by the 50% bank bonus, you get 15 Gold in Money. You do NOT get 150 in Commerce Points.

Same thing with Science. Constructing buildings or wonders will increase the science output after it's gone through the sliders.


Feeding your City

This part of the strategy was given to me by Wreck, so I can't take credit for it. I will try and explain it though.

The key to getting your city to thrive is to give it just enough food improvements (farms) to grow to maximum size. Everything else is excess and will take away from the specialization. (The GP Farm is the exception)

Every population point in your city consumes 2 food. Fortunately, every population point (up to 20) provides a new worked space in your city's fat cross (workable area around the city) and that in turn provides more food. When you start a city, you get 2 extra food from the city itself (called +2F) plus whatever food is in the first space highlighted or "worked". Usually that is +2F or +3F as well. Ideally, if every square around your city was +2F (grassland), then your city would grow to full size, because every time your city would grow, a new worked spot would provide +2F to cover the -2F needed for the higher population. You would always have the +2F surplus that's given to you when you start your city. (-2F for a population of one, with a +2F for one worked spot plus the +2F from the city itself)

I hope that makes sense! :D

The problem is, you never have +2F in every square. When you start using areas with only one food (+1F) or no food, then your will start reaching a point where your city no longer grows, because you are eating into that initial +2F surplus you get when you start the city. To get back onto the plus side, you need to use tiles with extra food bonuses, like floodplains or resources ... or build farms (which give +1F on top of your tiles normal production)

But you never want to build more farms than you need, or else you're wasting tiles. Ideally, what you want to aim for is no food surplus when your city hits size 20. That way all tiles are being worked, and you don't have to worry about growing any bigger ... plus you have the maximum amount of tiles are being used for commerce and production. (Note: You will likely have a few cities with unworkable tiles like mountains or ice or worthless tiles like tundra. If this is the case then aim for a city size the is 20 minus how many ever tiles you plan not to work.)

So how to do this ...

The first thing you need to do is count the number of extra food in your fat cross. Remember you get an extra +2F just from the city itself, so count that as well. Any tile that gives you more than 2 food, count as an extra +1F. A floodplain gives you +3F, so that's +1F. Various resources will also give you bonuses. Count the extra amount of food given over 2. Don't count bonuses given by creating a farm. This is just "as-is" bonuses.

Next you need to count the number of spots that have less than 2 food in them. Any Plains spots count as -1F. Deserts, Tundra and Mountains count as -2F. Jungles are a bit tricky, because they take away food bonuses. You should plan on chopping your jungle to make room for a cottage or mill, so count it as if it were normal grassland, hills or plains. (Note: If you are planning for a smaller city because of useless terrain, do not count the terrain you don't plan on improving in your calculations)

Then combine your two numbers. If your number is 0 or greater you are in great shape. If it's below zero, then you will know exactly how many farms you need to add to maximize your land.

So for example, if you have a city built with 6 plains spots, 1 floodplain, and every thing else grassland ... Your extra count would be +2F (city itself) +1F Floodplain for +3F. Your losses would be -1F x 6 (6 Plains) for -6F. Everything else provides 2F, so they don't effect the equation. Add the numbers, and you have a -3F shortage. Build three farms, and you are even. Everything else can go towards specialization.

Building farms on food resources where a farm is needed (corn/wheat/rice) is highly recommended, since it will give +2F on top of it's initial value. That means you have one less farm to build elsewhere. Not to mention you also get the health bonus and resource as well.


Specialized City: The Great Person Farm

Now that you know how to optimize your city's food ... let's look at the lone exception: The Great Person Farm. The sole purpose of the GP Farm is to generate a ton of Great Person points. One way to do that is to build wonders. But the other, easier way to do it is to have a ton of specialists. You can do that by having an extreme abundance of food.

This is usually the second city you build. You will want to find a nice grassy area, preferably with a river running through it and food resources nearby if possible. If you can get an area with some plains hills (2 or 3) in the corner, then even better. If you can get the area covered in forests, then you're really in good shape. Some people would probably disagree with the hills, but I like to try and build wonders if I can get them, since it can't hurt to have some extra GPP points coming in. Also it helps to have some extra production to build health and happiness when you need it.

To improve this area, you are looking at mostly farms. Farm the resources, floodplains and areas around rivers first. When you get a chance, mine the hills to get your production. Then go back and farm everything else.

The forests are very useful for pumping out World Wonders, which give you an extra +2 GP Points. You can try to build some of the earlier wonders and chop rush your forests to make room for your farms. You then get your Wonder bonuses and benefits, plus the GP Points you'll need later.

As for National Wonders, National Epic and it's +100% Great People birth rate is a no-brainer. The Globe Theater is a good one to build as well, as it will eliminate the unhappiness barrier you will constantly run into with your large population size. Some people like to build the Hermitage for it's +100% Culture, but I'm not sure that it's necessary unless you are going for a cultural win.

The City Buildings you build are only going to be the ones you need to boost happiness and healthiness. No need for banks or barracks or the like here. You just want to keep your large population happy and healthy as you will be brushing the maximum frequently.

The real trick to this city is watching the happy numbers and to a lesser extent the healthy numbers. You will usually gain a point every time your population goes up (and it will go up quickly). So the trick is to slam the brakes on population growth as soon as happiness equals unhappiness. Watch these number frequently, like every third turn or so. When you max out, switch your food squares to your production squares and build something to raise the maximum (temples, aqueduct, coliseum, etc). If there are no buildings available to help, then turn off your worked squares and convert them to specialists. You will want to stay at "stagnant" population growth until your maximum happy goes up again. Trading for resources can also help. If needed, use your "stop growth" button to keep from getting too big (Helpful if you have an odd number of food surplus) ... but be sure to turn it back on when you can get bigger. Health is a different story. You can afford to get into the "unhealthy" state, but watch this closely as well, because an unhealthy city will start eating at your food surplus. If you get too unhealthy, your growth will become stagnant and you will be unable to switch over to production without going into negative growth.


Specialized City: The Production City

The Production City is primarily used to build your military units, but can also be used to to create some World Wonders late in the game. I've had a few good production cities end up becoming secondary Great Person farms, just because I was able to build so many world wonders in them. (Granted, this probably won't work in higher difficulty, and it's not recommended to do, since it will hurt the efficiency of your actual GP Farm) Still, this is where all your unit generation comes from. If you plan on being a war monger, you might want a few more of these cities than usual.

A production city should ideally be placed in a city with a lot of hill spaces, but also some grassland as well. An area with a lot of plains and forests will also work as well, although it will take awhile before you can build lumber mills. (Although the benefit of a forest space is that it can't be pillaged!) The problem with a lot of hills is that unless they are grassland, you're not going to get a lot of food to make your city grow. A hills/grassland combo works best, because you can grow farms on the flat areas and mines in the hills ... and you will be able to use the mines almost right away.

To improve, you will want to get a farm or two going to get the population up. Then start a mine or two, and alternate back and forth as you grow. As you would expect, mine resources and farm food spots first. If you calculate out a surplus and have some extra grassland spots, save a few forests for production and make lumber mills later on. For plains terrain production cities, you will likely be building a lot of farms, but each farm will also give you +1P so the production will add up as you grow.

World Wonders are really up to you. If you choose to build any, these would be the cities to do it in. The Three Gorges Dam is a decent production-specific wonder as it will provide power to all your cities. The Kremlin is also nice, as it will be cheaper to rush units. If you get a few good production cities that can turn out units in 4 or 5 turns, you can pump out an army incredibly fast just by producing one turn, and buying the next.

National Wonders should go to your best production cities, and are usually better when paired up. National Epic and West Point are great to have together, as you will turn out some elite units very quickly. Iron Works paired with Red Cross works just as well to produce units quickly with an extra medic promotion. Scotland Yard can also be paired with Iron Works to make a lot of spies. Mount Rushmore is a good candidate to build in a production city, just because it will be built more quickly than in other cities, and it's effects are felt everywhere.

Your city buildings are mostly going to be geared towards increasing production. However, with the added production, it will be fairly easy to build other improvements as well. Try to build forges, factories, etc as soon as the become available. Build Happiness and Health buildings when they are needed. Health is probably your main concern, since most production increasing buildings hurt health. Build military units the rest of the time. If you don't plan on building a large army, then you can afford to build just about whatever you want here, because it will get done fairly quickly.

These cities usually aren't as high maintenance as the GP Farm. Occasionally check in to see that your unhealthiness hasn't exceeded your health maximum. (Otherwise your food calculations won't work!) I usually concentrate on growth when I first start these cities, and then switch it off when it gets to a moderate city size. After that, the hammers will increase every time it grows, so there's no real need to turn on the production emphasis. (Unless you want to hurry up and build a forge/factory/etc)


Specialized City: The Commerce City

The Commerce Cities are probably your most important city to have. Without it, you would be unable to support a military or research new technologies. The key to Commerce Cities are cottages, and building them as soon and as often as you can. Cottages only grow when they are being "worked" so it is important to monitor your food situation as well.

The ideal location for an Commerce City is just about the same as a GP Farm. A lot of grassland, a river touching a lot of squares, a couple of hills, and a number of resources. However, just about any area can be used to create an Commerce city. It's all a matter of balancing your farms and cottages so that your food surplus hits +0F when your city size maxes out. If you are lucky, you will get an area with a lot of grassland (+2F) and you can just build all cottages. If you get a lot of plains, you might have to get a lot of farms to support your cottages. (Worst case scenario, you just make it a production city)

Improving your land just follows the "Feeding your City" section. Build just enough farms to stay in a surplus until city size 21, and then cottage everything else. I like to have a few hills in these cities because production will be awful here. Because you are aiming for flatland/grassland areas, you're going to end up with all farms and cottages. Production needs to come from somewhere if you plan on having a bank, so it's nice to switch to your hill spaces when it's time to build something. As for cottages, aim for the floodplains first. They already give a +3F output, so building there means you get your food advantage, while having that cottage "worked" and growing. If you have an over-abundance of a resource, sometimes it's better to cottage the space and reap the tile benefits while growing the cottage. Mature cottages will generate a lot more cash than the fixed income a camp or plantation will give you. Also try to build on rivers if you can (you may need them for farms), because the river provides some extra commerce.

You may end up changing your improvements a lot in these cities. Start with mines on your hills to begin with, but change them windmills later on. When you get the +1F per square from Biology, you can also turn a lot of farms into cottages. Don't be afraid to throw cottages on your grassland hills either.

World Wonders are a little tough to build here, because you are sacrificing production for commerce. If you can, chop rushing something like the Great Lighthouse or Colossus early on can be beneficial to generate Commerce from water spaces. If you have a lot of trees early on to waste, then you can consider rushing another wonder, but usually these are best left for the production cities.

National Wonders and City Buildings depend on which of the four kinds of Commerce Cities you plan to build. More on these in a bit

Monitoring these cities is a little more difficult than production. Depending on what you are building, you may need to switch over to production-heavy squares when needed. Try to always keep your cottages "worked" or they will not grow. These spots should get preference over anything else. Emphasizing Commerce is probably a good way to go.


Science-Commerce, Money Making-Commerce, Holy City-Commerce and Hybrid-Commerce Cities

See "A Guide to City Specialization and the Land Improvements that surround them (continued)" posted below in blue ...
 
A few minor points. Tundra gives 1 food, so is only one food below neutral, not two. It's snow that gives no food at all. It might be worth mentioning that farms give +2F with Biology.

Reaching the point where your city becomes unhealthy is no reason to stop it growing. I often have high food cities running with major unhealthiness as there is no penalty beyond the lost food. Unhappiness, yes you should avoid since the extra population is deadweight, but unhealthy population can still work.

It might also be worth differentiating between military production and other types of production cities, since it affects the national wonders you want.
 
Excl said:
There are 3.5 types of specialized cities. I say 3.5 because one is a specialization of another. They are:

-- Great Person Farm City (GP Farm)
-- Production City
-- Economic City
----- Scientific Economic City

I'd not separate "economic" and "scientific" -- both are "commerce" cities. They make either gold or science depending on your setting.

If you want a city subtype, I'd say that the "banking" city is more of a distinct city than a city specialized for science. There are two reasons for this. One is that there are no wonders that develop as much science as there are which make gold. A shrine can produce 1 base gold for every city on the planet -- which can be a lot, say, 20+ cities even on a small world. Whereas even the best special-purpose "science" wonder (the Great Library) develops just 6 base lightbulbs. And shrines don't expire.

The other aspect of specializing commerce cities is that for most of the game, most of the time, you are trying to develop science, and will have your science rate as high as possible. Once you get rolling, this will be pretty high -- 70+%. Thus, all of your commerce cities will want full science augmentation-buildings. Whereas, the higher you manage to get your science rate, the less likely it is that some of the gold-augmentation buildings will pay off in some cities.

Another thing you might want to mention is "mixed" cities. I find many of my cities don't fit as strictly production or commerce; they have fairly good hammer production but also a goodly number of flat tiles that become towns. I end up making all buildings of both types in them.

Typically one GP farm for the map will do

It's not that one will do. It's that the rules for GP creation make trying to produce GP in multiple places a weak play. When you get a GP, that city's GP is set to zero; but the price for the next GP goes up in every single city. This means that most of the GPP you'll produce in any game will go to waste - there will be many cities developing a few GPP from a wonder or specialist which will rack up hundreds of GPP but never create a GP. It is theoretically possible to use GPP from several cities efficiently, by moving your GP farm back and forth. One good thing about this is that it can allow you to control which GP you get - i.e. you have one city that only makes engineer GPP, another only making Science GPP, etc. The downside here is that the National Epic can only be in one city. Thus, you waste that +100% GPP modifier two-thirds of the time if you are trying to make GP in two places, or 3/4 in 3, etc.

and a ratio of 2 production per 3 economic cities is sufficient. A lot of this depends on if you plan on being aggressive or scientific/cultural, but you will usually want more economic cities than production one in most cases.

Generally agreed, but I'd say more like, you want at least two production cities, maybe more if the sites are there, and as many commerce cities as you can. Two production cities are enough to fully exploit the 4 production-oriented NWs. However you never really need more than two, especially if you get the Kremlin, which makes every city a production city.

By contrast, you do need lots of commerce cities to keep up with the AI research, especially on the higher levels. I'd guess something on the order of 4 commerce cities on price, 6 on monarch, 8 on emperor is what you need. (Guesses from more experienced players welcome here.)

But you never want to build more farms than you need, or else you're wasting tiles. Ideally, what you want to aim for is no food surplus when your city hits size 21.

(When it hits 20, that should be. The center is worked for free.)

Actually you should aim for the city to have enough pop to work all tiles except tiles you can't work - i.e. in range of some other city, or mountains/desert, and except for junk tiles -- certain tiles can be worked, but don't profit you to work. The most common example of a junk tile is flat, forestless tundra, which can't be improved if not on a river. This tile can be worked, but it will never profit you to do so in the long run.

As for building extra farms -- well, you may do that, too, to speed up the city getting to its top size. Once it gets there, you'll want to eliminate extra farms to make them into more productive tiles.

Deserts, Tundra and Mountains count as -2F. Forests and Jungle are a bit tricky, because they can take away food bonuses. If you plan on chopping the forest or jungle to make room for a cottage or mill, then count it as if it were normal grassland or plains.

First, forests don't take away food nor add it. Just a detail. Also, you should count jungle as a grassland or grassland hill (which is what it will when you chop it), since there is never a reason to leave any jungle standing.

Second, you should count tundra that you will use (with a river, forest, or hills) as -1 or -2. Junk tiles, and tiles which you can't use, just don't count. They won't be taking food, because you won't have pop working them.

[The Great Person Farm] ...
This is usually the second city you build.

Well, I don't make it 2nd, but maybe that's just me. The way GP work, you'll not lose many by delaying their production well into the game. I prefer to get my cities working first, before worrying much about GP. My early GP come from Stonehenge, the Pyramids, and/or the Great Library.

Also, even once you devote a city to GP, there's no need to use a superior city site for it. You can produce GP at a reasonable rate with just a medium-sized city, say, size 8 early (w/ 3 specialists) and size 14 midgame (5 specialists). If I had a really great city site (river, lots of grassland), I'd make it a commerce city (probably w/ Oxford), not a GPP site.
 
Wreck said:
I'd not separate "economic" and "scientific" -- both are "commerce" cities. They make either gold or science depending on your setting.

If you want a city subtype, I'd say that the "banking" city is more of a distinct city than a city specialized for science. There are two reasons for this. One is that there are no wonders that develop as much science as there are which make gold. A shrine can produce 1 base gold for every city on the planet -- which can be a lot, say, 20+ cities even on a small world. Whereas even the best special-purpose "science" wonder (the Great Library) develops just 6 base lightbulbs. And shrines don't expire.

The other aspect of specializing commerce cities is that for most of the game, most of the time, you are trying to develop science, and will have your science rate as high as possible. Once you get rolling, this will be pretty high -- 70+%. Thus, all of your commerce cities will want full science augmentation-buildings. Whereas, the higher you manage to get your science rate, the less likely it is that some of the gold-augmentation buildings will pay off in some cities.

You are right. I just looked at verified this. I was confusing gold and commerce again. The Commerce (Coins) you get from a city goes to the total and then is divided by your universal slider. So if you have 100 commerce and 90% goes to science ... then 90 of those coins are transfered to beakers and 10 to actual gold. The bank adds 50% to that 10 gold, so you wind up with 15 gold. I was thinking the bank added 50% to the commerce total, so it would actually help your science ... that's not the case.

Because of the lack of production, you're still going to need to pick one or the other. Because you will likely be unable to build all the gold buildings and all the science buildings.

Another thing you might want to mention is "mixed" cities. I find many of my cities don't fit as strictly production or commerce; they have fairly good hammer production but also a goodly number of flat tiles that become towns. I end up making all buildings of both types in them.
Well this is a Specialized City guide. :D I agree that there are time when some of my cities wind up being hybrids, but you aren't going to get the max effectiveness out of your city. At any rate, I would generally consider one of these cities a "Commerce City" anyway, because it's producing gold. It just so happens it has a good deal of production to boot. I would still focus on getting as much commerce as possible out of this city (ie: change mines to windmills, build banks, etc), but enjoy the fact that you can get some production if you need it for a war.

It's not that one will do. It's that the rules for GP creation make trying to produce GP in multiple places a weak play. When you get a GP, that city's GP is set to zero; but the price for the next GP goes up in every single city. This means that most of the GPP you'll produce in any game will go to waste - there will be many cities developing a few GPP from a wonder or specialist which will rack up hundreds of GPP but never create a GP. It is theoretically possible to use GPP from several cities efficiently, by moving your GP farm back and forth. One good thing about this is that it can allow you to control which GP you get - i.e. you have one city that only makes engineer GPP, another only making Science GPP, etc. The downside here is that the National Epic can only be in one city. Thus, you waste that +100% GPP modifier two-thirds of the time if you are trying to make GP in two places, or 3/4 in 3, etc.

I agree. I've just heard of other people using more than one so I said "one will do". I've also had production cities that built a lot of wonders and wound up being GPP producers themselves. But for the "Farm" itself, you will only want one.

Generally agreed, but I'd say more like, you want at least two production cities, maybe more if the sites are there, and as many commerce cities as you can. Two production cities are enough to fully exploit the 4 production-oriented NWs. However you never really need more than two, especially if you get the Kremlin, which makes every city a production city.

By contrast, you do need lots of commerce cities to keep up with the AI research, especially on the higher levels. I'd guess something on the order of 4 commerce cities on price, 6 on monarch, 8 on emperor is what you need. (Guesses from more experienced players welcome here.)

I'm leaning in your direction, but I've heard others say they need more production cities. It's probably a matter of preference. If you're a warmonger, or lack a real good production site, then you may want a lot more than 2 production cities. Also in the early game, sometimes it helps to have a 2:3 ratio of production:commerce, just in case you get attacked, and need to start pumping out solders. Remember a really good commerce city isn't going to have a lot of production, so you might need to extra Production cities to pick up the slack.

But like you're saying ... in the "real world" you tend to get a lot of Commerce cities that inheritly have a lot of production. These can serve as backup production cities while you concentrate on making them Commerce.

I'm in your camp though. I find that most my cities generally become Commerce cities anyway, and I only end up with two or so real production cities.

(When it hits 20, that should be. The center is worked for free.)

Actually you should aim for the city to have enough pop to work all tiles except tiles you can't work - i.e. in range of some other city, or mountains/desert, and except for junk tiles -- certain tiles can be worked, but don't profit you to work. The most common example of a junk tile is flat, forestless tundra, which can't be improved if not on a river. This tile can be worked, but it will never profit you to do so in the long run.

Great point, I didn't think of that. And yes I meant 20, not 21, thanks for the correction.

As for building extra farms -- well, you may do that, too, to speed up the city getting to its top size. Once it gets there, you'll want to eliminate extra farms to make them into more productive tiles.
Another good suggestion. I find myself doing that too as well. Plus it gives your workers something else to do when you've run out of things to do for them. :D

First, forests don't take away food nor add it. Just a detail. Also, you should count jungle as a grassland or grassland hill (which is what it will when you chop it), since there is never a reason to leave any jungle standing.
Yes, that's right ... my bad. I was doing this on another computer and wasn't verifying all my information. I knew Jungles did it, but I wasn't sure on Forests, so I put them anyway.

Second, you should count tundra that you will use (with a river, forest, or hills) as -1 or -2. Junk tiles, and tiles which you can't use, just don't count. They won't be taking food, because you won't have pop working them.

Yes, good point.


Well, I don't make it 2nd, but maybe that's just me. The way GP work, you'll not lose many by delaying their production well into the game. I prefer to get my cities working first, before worrying much about GP. My early GP come from Stonehenge, the Pyramids, and/or the Great Library.

I try to make it as soon as possible to chop rush those Wonders you mentioned. I also want to get it "working" like you said, so the sooner I can identify it and build it, the quicker I can dedicate it to GP making. It doesn't have to be your #2 city, but the sooner the better.

Also, even once you devote a city to GP, there's no need to use a superior city site for it. You can produce GP at a reasonable rate with just a medium-sized city, say, size 8 early (w/ 3 specialists) and size 14 midgame (5 specialists). If I had a really great city site (river, lots of grassland), I'd make it a commerce city (probably w/ Oxford), not a GPP site.

Good point. I guess it's a matter of preference too. I like to have the large city size, because it gives me some flexibility. My GP Farm tend to be almost a production city early on, and eventually transforms into all farms in the later years. Because you will likely be capped by happiness early on, you are right in saying that a size 8 city will do. But if you've got a nice site, you can switch over a bunch of your farms to mines or forest, and get your infrastructure in place. Then when you convert to all farms, everything is already built and you can get some major GP Points ... which helps when you're late in the game and Great People are hard to come by.

Now I've got to go back and edit everything. :D Thanks for all the pointers!
 
Wow. Awsome thread!
Its one of the few guides on Civ IV that manages to state something Diffinitively without dozens of people coming in and contradicting it into oblivion by saying that its totaly wrong and they do everything completely differently. But I guess that is the price you pay for a game that is so deep strategicely that there isnt one "best" way to beat the game that makes other methods pale in comparison.
Keep up the great work.
 
It can be an idea to sub-specialise production cities as well. Build heroic epic and west point in one city which you use for military, and build ironworks in another which you can use for wonders/spaceship parts/emergency military city.

Also I like putting cottages on plains, and farm grassland to make up the food. This way you get 1 hammer from the cottage as it grows, and this can become 2 hammers if you are in universal suffrage.
 
Excl said:
First we need to go over the basics, terms and abbreviations so that everybody is on the same page. There are 3.5 types of specialized cities.

There are at least 4.5 - you missed Holy Cities (Shrine/Bank/Grocer/Market/WallStreet...), and lacking those you likely want to specialize one city on gold (not commerce, but the folding green).


-- Economic City

Commerce City, please - consistent terminology is a win.

But you never want to build more farms than you need, or else you're wasting tiles. Ideally, what you want to aim for is no food surplus when your city hits size 21.

I'm not convinced that's right. Among other things, this idea ignores some of the health/trade implications of food resources. Trivial example: if you've got a commerce city surrounded by grassland and food resources, you don't put up a bunch of workshops just to get food back down to 42.

It also overlooks some of the GP related issues, especially with regards to engineers, but that's just an issue of tradeoffs.

However, "more farms than you need" is a final condition, not a dynamic one. For instance, if you are happy capped at 10 population, then you want to have citizens working pricely the number of farms that you need. But when you get another happy, you better have a farm that somebody can move to so that you can grow to the next size.

Building farms on food resources is highly recommended, since some will give +2F on top of it's initial value, which means you have one less farm to build elsewhere. Not to mention you also get the health bonus and resource as well.

This math is wrong - though it may be the ambiguity of "food resources". Corn/Rice/Wheat take farms anyway, so that's neutral. Farming pigs would be pretty silly, as your food would go down and you would lose the resource.


GPP City:

Some people would probably disagree with the hills, but I like to try and build wonders if I can get them, since it can't hurt to have some extra GPP points coming in.

Yes, it can - wonders restrict your ability to control the type of person you are generating.

Unhealthyness in your GPP farm is a complete non starter - you just build more surplus food.

However, you don't need production when you have surplus food. The Good Lord provided Bronze Working for a reason. Each pop point is 30 hammers of production, and you can burn half of your current population to finish the current item of production.

Basic drill - a tech comes in that gives you a building that would be useful in your GP city. Review the city for what other buildings you want, and figure out which ones you can achieve in this pass. Arrange them from cheapest to most expensive. Put one turn of production into each building. So now your production cue has several buildings in it, with the expensive one at the top.

Revolt to slavery. On each turn, pop rush a building. As soon as you have finished, switch back to your useful civics.

Yes, the city's citizens will be unhappy (one extra unhappy per building). They'll get over it - and be more productive. And if the buildings you are rushing include happy bonuses, that may cover the unhappiness created by the whip.

Of course, with US you can buy rush the buildings you need.

Commerce City:

The best National Wonder you can build is Wall Street, which provides you with 100% Gold. Because it is so difficult to build a Wonder in Economic Cities, I usually build Wall Street in my second best Economic City.

Lousy choice. Commerce cities are generating commerce. When you've got the science and culture sliders pinned, none of that commerce is converted to gold, and 100% of nuthin' is nuthin'. If you don't have a Holy City, I'd look for another specialist city, and run merchants.

Naturally, the best city improvements are going to be banks, markets, grocers and the like. Anything that increases Commerce.

Again, commerce != gold. You'll still want those buildings, if you can afford them (markets and grocers are big deals for happiness), because they help you to use your commerce more efficiently.
 
Great article. Not so detailed to overwhelm but detailed enough to be of great value. I like the "easy-calc" methods too.
 
You don't need to place such a high priority on avoiding unhealthiness. In fact, you should place a very low priority on it. Remember, the only penalty for unhealthiness is 1 food per point. It's not like unhappiness where you get nothing for the excess population - they just cost 3 food to feed instead of 2.

The short version is, if you have enough food to grow past your health limit, you should do so (if you don't, it isn't an issue because you can't get unhealthy). Currently, you emphasize avoiding unhealthiness even more than avoiding unhappiness. Which is quite backwards - unhealthiness isn't even something to concern yourself with very much at all.
 
Well shoot ... I spent like 30 minutes making changes to the original article and addressing some of the points that everyone brought up ... but it was 3000 characters too long, and when I accidently hit "cancel changes" it disappeared. =\
 
A Guide to City Specialization and the Land Improvements that surround them. (continued)


Specialized Specialized City: The Scientific-Commerce City

Balancing you Science Commerce cities and Money Making Commerce cities is key. I usually use my best or two best Commerce producers as Science Cities and use all the rest as Money Making Commerce. With a lot of Money Making Cities and Universal Suffrage, I'm able to buy just about anything I need later in the game.

Science Commerce Cities are usually my best Commerce Cities (check the beaker counts in each city). The only difference is, you want to specialize in a lot of science buildings if you can. Because there are your best Commerce cities, production will likely be very low. Try to concentrate on science buildings like Libraries/Universities/Labs/etc first, and Happy and Health Buildings only when you need them. Try to save any forests you have for chop rushing Oxford University. The +100% science is a huge boost to have in your best science city. If you get a Great Scientist, build an Academy here as well.


Specialized Specialized City: The Money Making-Commerce City

Naturally, the best city buildings here are going to be banks, markets, grocers and the like. Anything that increases Gold/Money production. For your water cities, a lighthouse is a must. Once again, it's going to be very difficult to create buildings here because of your loss of production. Aim for Money buildings as soon as they are available and try working on Happiness and Health building the rest of the time.


Specialized Specialized City: The Holy-Commerce City

These are cities that are fortunate enough to found a religion. As soon as you get a Great Priest, build that religions special building and get your religion spread. With the proper civics, you will generate a ton of Money from other cities using your religion.

The best city building improvements here are going to be the same as a Money Making City: banks, markets, grocers, etc, but also the Holy buildings as well. The Temples and Churches should aid your happiness numbers, so you should only check in with your health numbers occasionally to make sure it isn't killing you.

The best National Wonder you can build here is Wall Street, which provides you with 100% Gold. Unless you happen to have another Money Making City that's generating more Gold/Money.


Specialized Specialized City: The Hybrid-Commerce City

These are cities that are basic Commerce City, but also have a lot of production to go along with it. Because most of the cities you create need to be Commerce cities, you wind up with a lot of cities on plains or hills or in a nice mix of terrain. I just count these as both a Production and Commerce city, although it won't be as efficient as a purely specialized city.

Because Commerce is most important, treat this city like a Commerce city. Build cottages where you can, and farm, mine and windmill the rest. If you follow the "Feeding your City" section, you will wind up with a city that has a couple of cottages generating some money, but a lot of added production to boot. This is helpful in times of war when you need a couple different cities turning out units.

But as I said, treat this as a Commerce city, first and foremost. The production bonus is more of a by-product of the terrain.
 
VoiceOfUnreason said:
There are at least 4.5 - you missed Holy Cities (Shrine/Bank/Grocer/Market/WallStreet...), and lacking those you likely want to specialize one city on gold (not commerce, but the folding green).
I covered those a bit in my revision. Let me know how off the mark I was. :goodjob:

Commerce City, please - consistent terminology is a win.
Noted. I also started refering to worked tile coins as "Commerce Points"

I'm not convinced that's right. Among other things, this idea ignores some of the health/trade implications of food resources. Trivial example: if you've got a commerce city surrounded by grassland and food resources, you don't put up a bunch of workshops just to get food back down to 42.
Well I think that's kind of implied. In most cases anyway, you're rarely going to run into a city that can be fully cottaged and still run a food surplus. But I would think most people would know not to replace cottages with workshops just so they can hit 20 perfectly.

However, "more farms than you need" is a final condition, not a dynamic one. For instance, if you are happy capped at 10 population, then you want to have citizens working pricely the number of farms that you need. But when you get another happy, you better have a farm that somebody can move to so that you can grow to the next size.
I'm not sure what you are saying here. If you are building the proper number of farms as calculated out by the guide ... then you will always be growing. If you've capped out on happiness, you can just switch a food-heavy tile to a commerce-heavy tile. If you want to be "dynamic" you would build mostly farms at first to get the population to explode, and then convert them back to cottages later. I would think it's better to just build the right number of farms the first time, and use tile micromanagement to play with the population and cottage growth.

This math is wrong - though it may be the ambiguity of "food resources". Corn/Rice/Wheat take farms anyway, so that's neutral. Farming pigs would be pretty silly, as your food would go down and you would lose the resource.
You're correct about the abiguity. I changed it a bit. It is meant to say, "Food Resources which need to be farmed" ... or the aforementioned Corn/Rice/Wheat.

GPP Farm ... Yes, it can - wonders restrict your ability to control the type of person you are generating.
True, but it's a trade off. I'm getting some extra GPP points, and I can certainly tip the odds in my favor with the specialists. When I play, I usually don't care too much about which specialist I get. If you're going for a cultural, it could be cruicial to get all Great Artists.

Unhealthyness in your GPP farm is a complete non starter - you just build more surplus food.
I failed to understand unhealthiness earlier. For the other cities, it does have an effect, because you are usually pretty close to your +2F surplus. For the GP Farm, it probably wouldn't hurt too much.


Commerce City:
As I mentioned earlier, I messed up my gold and commerce. It's should be fixed in this newest version.
 
Another distinction I think worth keeping clear - the changes you make to tiles are "improvements", the changes you make to cities are "buildings". Example: you improve production cities with mines, not forges.


OK - I think I just taught myself something new here. I'm not even sure I can articulate it (though I'll try) but I can't wait to try it out... gonna be a late night.

Here's the big insight - commerce cities, until their infrastructure is complete, are hybrids. When you need hammers, everybody goes to the mines. When you need commerce, everybody goes to cottages. That's straight forward enough.

Now, if all of your cities go to the mines at the same time, your economy crashes, because you are no longer generating the commerce that you should. So instead of having all of the cities go to production at the same time, you do them in two waves. Done ignorantly, this still cuts your economy in half, which isn't an improvement.

More clever is to divide the commerce cities into two groups - science and gold. When the science buildings are switched to production, you kill the science slider, and let the multipliers in the gold cities hold the economy together and build up a surplus. Then, once the science cities are modernized, you crank the slider as high as you can, hit the mines in the gold cities and produce those buildings. When everything is done, you restore equilibrium.

Which is basically science and not science, I suppose. I'm going to have to experiment before I decide whether "drop the science dial to zero when building science infrastructure" works.

Oh, and please ignore my previous discussion of farming. I may come back later and assert it with better evidence, but I'm less certain now than when I wrote it.
 
Re. GP Cities.

In most games my early city for producing GPP is my capital, and that is mainly due to the fact it is usually the most productive site and the early wonders end up there. The early Great People take so few points to develop that a specialist city is not nessecary until much later in the game due to the output of GPP in the capital.

But I do build a GP city eventually, and when I do, my place of choice is in the jungle, on a river. A horde of workers wade into the jungle and when they are done, it's ALL GREEN! Usually there are few hills in the jungle-belt you find near the equator on continents\pangae maps. Build a granary and then whatever buildings give you the type of specialists you are interested in. Globe theatre and Heroic Epic go in at one point or other, such a green place gives a gi-normous food surplus, so expect to need the Globe!

When I find a spot like that I will put a junk city in it during the early game, just to secure it for myself, that's how nice it is!
 
Of course, such cites are also excellent for commerce cities. It could potentially be working 20 Towns.
 
VoiceOfUnreason ... I find myself, more often than not, making all of my cities hybrid commerce cities to start off with, and then transforming them into a specialized city later on, when I know what I've got.

I've also found that you can get good production cities that can have cottages as well. I had one city that was built on mostly grassland, but had 6 grassland hills (some with resources) around it as well. The grassland also had two resource areas that gave me food bonuses. Because of the hills and mineral resources, I decided to make it a production city ... but with all the grassland and food surplus, I ended up only needing one farm before I just turned everything else into cottages. I had used the city to chop rush a few things earlier. I was probably just better off keeping the forest and using them for lumbermills later on, which would of given me a much better production city. Still, I ended up with a pretty nice production city, that doubled as a good economic city as well.
 
Can you speak more about the "fat cross"? It seems that this is not directly related to cultural boundaries as I thought. For example, I have a city with cultural boundaries big enough to encompass an iron resource 4 or so tiles from the city, but I can't work the mine I built on it. I CAN work tiles 1 or 2 spaces from the city center. Why is this?
 
Fetch said:
Can you speak more about the "fat cross"? It seems that this is not directly related to cultural boundaries as I thought. For example, I have a city with cultural boundaries big enough to encompass an iron resource 4 or so tiles from the city, but I can't work the mine I built on it. I CAN work tiles 1 or 2 spaces from the city center. Why is this?

The fat cross is the set of 20 tiles within 2 squares of your city. This is the maximum number of squares that you can work, so any resources you hope to get have to fall into this cross area. The cross won't grow any bigger than those 20 squares, but it can be restricted by your cultural boundries. When you're city first starts, the culture isn't big enough to expand past the surrounding 8 squares. When culture expands, you can then get access to the full 20. However, if another city from a different Civ has more culture than your city, and can push the boundries back, and you will lose access to working those tiles.

If a resource is within your boundries, you can still get access to the resource by building the appropriate improvement, but you will only be able to work resource tiles that are both: A) Within your closest 20 tiles (fat cross), and B) Inside your cultural borders.
 
Excl said:
If a resource is within your boundries, you can still get access to the resource by building the appropriate improvement, but you will only be able to work resource tiles that are both: A) Within your closest 20 tiles (fat cross), and B) Inside your cultural borders.

Two comments on this. First, the clarification that "inside your cultural borders" means inside your civ's cultural borders - if one of your other cities overlaps your new one, the new one will be able to work some extra tiles before it expands.

Also, when cities overlap, you can choose which city has the option of working it. If you want to move control of a tile from one city to another, go to the city where you want the tile to be worked. When some other city is working that tile, it will appear fogged out, but if you click on it, the tile will light up, and you (or the governor) can assign a citizen to work it.
 
VoiceOfUnreason said:
Two comments on this. First, the clarification that "inside your cultural borders" means inside your civ's cultural borders - if one of your other cities overlaps your new one, the new one will be able to work some extra tiles before it expands.

Also, when cities overlap, you can choose which city has the option of working it. If you want to move control of a tile from one city to another, go to the city where you want the tile to be worked. When some other city is working that tile, it will appear fogged out, but if you click on it, the tile will light up, and you (or the governor) can assign a citizen to work it.

Actually, that doesn't appear to be tru, Ive had cities where overlapped tiles were fogged out even though I made sure the other city wasn't using them.

I think the fogged out ones are automatically allocated based on distance rather than usage.
 
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