maltz
King
- Joined
- Jan 24, 2006
- Messages
- 967
Everybody knows about a GP farm and a Hammer central, but what about the rest? In a peaceful game, maybe all you need are cottages and commece centers. Or, maybe not so in a heated game where military units are constantly consumed / spread.
Since I mostly play Pangea and Terra maps, I usually find a shortage of units, navel, missionary, catapult, bowman... you name it. Therefore, I am just thinking perhaps I would be benefited to plan ahead to bring specialization to the next level. I am testing it out in my current Deity game and it works quite well.
Type 1 -- Production Cities
1A. Unit
This one is the traditional hammer central. Obviously one needs to put Heroic Epic here. If you are also an expansion-type player, you probably can't see many turns of Ironwork or Weset point in use before you win the game. I would prefer the West Point since Iron work also applies to non-military productions.
Requirement: High number of mines, workshops/watermill, and enough farm to support all hammer tiles to be worked plus maybe a few Mechanics/Priest specialists (hammer bonus). No cottages at all.
1B. Wonder
Early wonders can be rushed by Great Engineers, but soon this won't be enough. It would be a huge waste to make the unit production center building a wonder, which takes many turns. Therefore it should be beneficial to dedicate a second production center just for Wonders. In the rare case when you run out of wonders to build, you can build military units. I would put the Ironwork wonder here when it becomes available.
Requirement: Same as above.
1C. Navy
A strong navy is always important. It would be nice to dedicate one city to produce a lot of navies. Obviously you need to put a Dry Dock here when it becomes available, and forget about dry docks in any other cities. However, usually it is more practical to build a certain number of Galleys/Caravels early, and upgrade them when available.
Requirement: Still, all hills are mined. However, I would probably spawn cottages on the plains instead of workshops/water mills, because you don't really need that many ships unless you are playing a water world. Therefore, this city is in essense a coast commerce city with a reasonable number of hills.
1D. Missionary
This one is only needed when you found a religion and build the speicific Shrine. Each city that has that religion gives you 1 gold per turn to the holy city, even if it is not your state religion. You are allowed to have 2 missionaries of the same type at any given time, so you can actually make more than 1 cities dedicated to producing missionaries for the maximal spreading speed. If you are running Organized Religion, you don't even need a monestary to build missionaries.
Requirement: Any small city. You certainly don't need adquaducts, markets, grocers and harbors in very small cities, since they won't reach your max. health and happiness limit in the next 500 years. I find it best to use them to build units that aren't related to barrack. If you don't have a shrine, then you can use them to build ships and other stuff, such as a scout, a settler, etc. Collectively they will give you some good output.
Type 2 -- Commerce Cities
2A. Research
This is usually your capital, since you have that +8 gold bonus from the palace, and the longest time in the game to build something useful in it. You are going to cottage spawn most squares. You pop an Academy here with a Great Scientist. Finally, you build an Oxford University in it and enjoy 400+ beakers every turn under bureaucracy.
Requirement: Cottages, Windmills. Anywhere with abundant food and a good number plains (for cottages). Cities with enough food will reach your max. population fast, so you need to keep a reasonable production on the hills for a Market, Grocer, Bank, University, Observatory, and maybe the Oxford U. there. For smaller cities, you can adjust the mine/windmill ratio to give you the fastest pop. growth possible (so they go work on cottages).
2B. Wealth
This one is basically the same as the Research City. The only difference is that you will build a Wall Street here to collect more money. A Holy City with a popular Shrine is a perfect candidate. If you don't have one, then it is no different than a Research City. I guess everybody knows that all other cities that you don't find a particular use of it is a research/wealth city.
Requirement: Same as above.
Type 3 -- GP Farm
3A. The GP Farm
Nothing special - the good old GP farm you know. The key to locate a GP farm is not how much food surplus you have, but how much food surplus relative to how LITTLE grassland you get. A city with 5 food sources and 15 tiles of land is a perfect research/commerce city, while a city with 4 food sources and 3 tiles of land is a perfect GP farm. You get the catch here - you have a lot of population sure, but they can't work on any cottages - so they must become specialists - so they contribute to great people points.
Also, you don't need to build the Globe Theater here. Chances are you have so little hammers, that you have to WHIP (enslave) to get things done all the time. You only need to keep a reasonable population, so all your food is worked on, and you are hiring as many specialists as possible. The highest population city in your nation deserves the Globe Theater, not here.
Requirement: A lot of Food + a serious lack of workable lands.
That's about it... Welcome comments and criticisms.
Since I mostly play Pangea and Terra maps, I usually find a shortage of units, navel, missionary, catapult, bowman... you name it. Therefore, I am just thinking perhaps I would be benefited to plan ahead to bring specialization to the next level. I am testing it out in my current Deity game and it works quite well.
Type 1 -- Production Cities
1A. Unit
This one is the traditional hammer central. Obviously one needs to put Heroic Epic here. If you are also an expansion-type player, you probably can't see many turns of Ironwork or Weset point in use before you win the game. I would prefer the West Point since Iron work also applies to non-military productions.
Requirement: High number of mines, workshops/watermill, and enough farm to support all hammer tiles to be worked plus maybe a few Mechanics/Priest specialists (hammer bonus). No cottages at all.
1B. Wonder
Early wonders can be rushed by Great Engineers, but soon this won't be enough. It would be a huge waste to make the unit production center building a wonder, which takes many turns. Therefore it should be beneficial to dedicate a second production center just for Wonders. In the rare case when you run out of wonders to build, you can build military units. I would put the Ironwork wonder here when it becomes available.
Requirement: Same as above.
1C. Navy
A strong navy is always important. It would be nice to dedicate one city to produce a lot of navies. Obviously you need to put a Dry Dock here when it becomes available, and forget about dry docks in any other cities. However, usually it is more practical to build a certain number of Galleys/Caravels early, and upgrade them when available.
Requirement: Still, all hills are mined. However, I would probably spawn cottages on the plains instead of workshops/water mills, because you don't really need that many ships unless you are playing a water world. Therefore, this city is in essense a coast commerce city with a reasonable number of hills.
1D. Missionary
This one is only needed when you found a religion and build the speicific Shrine. Each city that has that religion gives you 1 gold per turn to the holy city, even if it is not your state religion. You are allowed to have 2 missionaries of the same type at any given time, so you can actually make more than 1 cities dedicated to producing missionaries for the maximal spreading speed. If you are running Organized Religion, you don't even need a monestary to build missionaries.
Requirement: Any small city. You certainly don't need adquaducts, markets, grocers and harbors in very small cities, since they won't reach your max. health and happiness limit in the next 500 years. I find it best to use them to build units that aren't related to barrack. If you don't have a shrine, then you can use them to build ships and other stuff, such as a scout, a settler, etc. Collectively they will give you some good output.
Type 2 -- Commerce Cities
2A. Research
This is usually your capital, since you have that +8 gold bonus from the palace, and the longest time in the game to build something useful in it. You are going to cottage spawn most squares. You pop an Academy here with a Great Scientist. Finally, you build an Oxford University in it and enjoy 400+ beakers every turn under bureaucracy.
Requirement: Cottages, Windmills. Anywhere with abundant food and a good number plains (for cottages). Cities with enough food will reach your max. population fast, so you need to keep a reasonable production on the hills for a Market, Grocer, Bank, University, Observatory, and maybe the Oxford U. there. For smaller cities, you can adjust the mine/windmill ratio to give you the fastest pop. growth possible (so they go work on cottages).
2B. Wealth
This one is basically the same as the Research City. The only difference is that you will build a Wall Street here to collect more money. A Holy City with a popular Shrine is a perfect candidate. If you don't have one, then it is no different than a Research City. I guess everybody knows that all other cities that you don't find a particular use of it is a research/wealth city.
Requirement: Same as above.
Type 3 -- GP Farm
3A. The GP Farm
Nothing special - the good old GP farm you know. The key to locate a GP farm is not how much food surplus you have, but how much food surplus relative to how LITTLE grassland you get. A city with 5 food sources and 15 tiles of land is a perfect research/commerce city, while a city with 4 food sources and 3 tiles of land is a perfect GP farm. You get the catch here - you have a lot of population sure, but they can't work on any cottages - so they must become specialists - so they contribute to great people points.
Also, you don't need to build the Globe Theater here. Chances are you have so little hammers, that you have to WHIP (enslave) to get things done all the time. You only need to keep a reasonable population, so all your food is worked on, and you are hiring as many specialists as possible. The highest population city in your nation deserves the Globe Theater, not here.
Requirement: A lot of Food + a serious lack of workable lands.
That's about it... Welcome comments and criticisms.