COUNCIL: City Specialization

Methos

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In my opinion the best way to manage our empire is through the proper use of city specialization. My intent is to specialize using these standards:
  • Science/Commerce: This city will allot most of its land to the building of cottages and will focus on their growth. Build queues will consist primarily of those that increase either :science: or :gold:.
  • Production/Military: This city will contain no cottages and irrigate any land capable of irrigation and mine all surrounding hills. Build queues will consist primarily of those that increase :hammers: and military units.
  • GP Farm: This city will consist mostly of farmable land and will contain no cottages. Build queues will consist primarily of those that increase :health: and :GP:.

I realize not all cities can or will fall into the above guidelines, but the above is my preference if at all possible. The above is not hard coded, but merely a preference. Realize also that not every city can be Science/Commerce, as it is best to spread them around. That does not mean force one city to be a production center if it doesn't have the tiles for it. If we are lacking in one area we can always designate are next city to be located in an area to cover that type of specialization.

So citizens and officers, which city should be specialized in what way?
 
Clearly Falcon's Haven is a natural Science/Commerce city, the two sources of gold will add tons of :commerce: and it's located on a river which provides a good :commerce: bonus, the flood plains should be used to provide food so that we can work as many squares around the city with cottages as is possible, and then maybe have a few specialists. I'm very interested in the development of Falcon's Haven, and I've been working on a detailed plan of how we should develop it, I'll post it here soon.

Ok this specialization of Falcon's Haven may be seen as a bit extreme, and it's definitely a long term suggestion. I tried to maximize the science of the city and at 100% science spending this configuration would produce 315 science per turn, this is assuming all science improving buildings in the city, including Oxford, but not any world wonders, also this configuration does not work without biology, or an input of health improving resources, so an intermediate plan with more farms, or fewer worked tiles, would be necessary early on. However this does seem to provide a reasonably good city if we're out to do total science in it. The production of the city was 19 shields per turn without any shield boosting buildings, which is halfway reasonable for a city not designed to produce units.

Please ignore the fact that it's sick and starving, it's starving because of the sickness that can easily be cured with 3 health resources, (we already have one and are probably about to get cows within our borders) Also you'll note there are no specialists (19 population 19 workable tiles) I didn't think they had much of a chance to compete with a town for commerce production
Spoiler :
planed_haven.JPG
 
Nice editor work. You can give techs by activating the player view, that will show the effects of all the bonuses along the way and let you activate the civics to show their bonuses too. And add in all the buildings to show the effects.

For this view, it would be useful to have the city view showing what it's producing with that setup.
 
Good suggestion dave, I'll look into those changes tomorrow. I completely forgot civics in the situation. Free religion would give a huge boost to science output of that city, and representation would make specialist scientists competitive with cottages. Also it would be worth looking into what universal sufferage (is that the one with hammers from towns, I forget) would do for the large number of towns we might have around that city, it could make the production very respectable.
 
Our Capital is a hybrid between production and commerce. For now, I suggest that it specialise in workers, settlers and military units.

Build enough farms so that all the hills and forests can be worked for maximum production. Commerce shouldn't be a major concern as we have Falcon's Haven taking care of that for now.
 
NoneOfTheAbove as a production city, after Civil Service and Metal Casting.

nota.JPG
 
Ok I got a screen shot of falcon's have at max production of science, I used the free speech (+2 gold from town) and universal suffrage (+1 hammer from town) as well as free religion (+10% science) for this one, the city again includes all science boosters, but no production boosts, and no wonders.

I liked the idea of trying to make intermediate plans, but unfortunately that seems like it will be far too complicated, I have no way of predicting how happy our city will be at any given time in the tech tree, and thus I can't put a correct number of citizens in. So I guess this works best to show what the final result of choosing an extreme specialization plan would be, in my opinion it's very impressive, if you notice at the top of the screen shot this city alone can research future tech 2 in 22 turns on a normal speed map.

What I can be sure of though is that without biology we'll loose 5 food from the current set up. This means we should either choose to work 5 fewer tiles until bio is discovered, or we should build a few extra farms / windmills in order to compensate, and then redo those tiles as cottages when we get bio.

Spoiler :
untitled.JPG
 
First, I must say I agree with specialization and the way Methos put cities.

About FH: a great commerce city, that's clear. The picture" shows it, even

if one has no patience to count (a small change needed, as the city should be

-1 F before Biology; a single windmill that also gives commerce correct this).

We have a settler; if 3rd city goes to cows-gold (where the warrior stands)

then shall be a great production city (as previously posted) so good to build

units as FH is good to build commerce.

So, the decision is about NotA that can be any of the three categories or an

hybrid. Until 3rd city can begin output military it looks more prudent to have

it to grow and build ( like a partner said before).

Best regards,
 
One thing about Falcon's Haven, the results are slightly off because of the Palace, which gives a commerce bonus.

However, the effect of that shouldn't be too much, at the very least we'll still be in the upper 300's (after all the Cottages have grown to full size of course).
 
One problem with Falcons haven...IT will grow slow due to the food being equal to whats needed. So it may take an awful long time to grow. I had a similar idea for FH but I wanted to "hybridize" it to produce a bit more hammers through the use of waterwheels. With those extra hammers it allows the building of a few more gnp enhancing buildings quicker thereby "paying" for teh loss in gold by the increase due to buildings.
 
One problem with Falcons haven...IT will grow slow due to the food being equal to whats needed. So it may take an awful long time to grow. I had a similar idea for FH but I wanted to "hybridize" it to produce a bit more hammers through the use of waterwheels. With those extra hammers it allows the building of a few more gnp enhancing buildings quicker thereby "paying" for teh loss in gold by the increase due to buildings.

However, workshops aren't available until later in the game. For now, I suggest that we leave it mainly as a commerce city. Of course, the 2nd gold mine would require culture from the library to expand the borders before it really brings in the beakers. Farms may be needed before the two mines can be worked and let the city grow at a reasonable rate at the same time.
 
Correct we have to balance food with which tiles to use to maintain a quick growth.
 
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