City-Site Idea (Mini GP Farm)

Methos

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Just a thought, but I have a suggestion for a city spot that may seem a bit odd too most.

1470ad_city_site_idea.JPG


With this spot both the improved rice and clam would give us +5 :food: each (with a lighthouse). The two lake tiles would also each earn +3 :food:. This would mean with four working citizens we could have five specialist. This site would work great for two things, a mini-GP Farm and/or a commerce city.

HOF players and domination players probably recognize this tactic, as a single city greatly benefits paying costs for large empires (when used with merchants).

The only mandatory builds in this city would be:
  • Courthouse
  • Lighthouse

Depending on what sort of specialist we used would decide what other builds would benefit us. We could plant a workshop on the plains tile to help with :hammers: when were building. Once the main builds were done this city would be set on research/wealth, or whatever and just left alone. It would pay for itself and help pay other empire costs.

One point I'd like to make, is that without Caste System this city wouldn't be worth it, unless we had the correct builds to allow for specialist. This city would also be more valuable if we razed the barb city and Stuttgart.
 
OH, you "stole" my idea for Port Khan, posted 1.5 months back

A bit harsh considering I wasn't part of the DG at that time, hence the high chance I never saw your thread. Quotes or not, I suggest you don't accuse someone of stealing your idea.

Eiither way let's discuss our options.
 
A bit harsh considering I wasn't part of the DG at that time, hence the high chance I never saw your thread. Quotes or not, I suggest you don't accuse someone of stealing your idea.

Eiither way let's discuss our options.

I was just kidding you :)

It happened to be my first city proposal prior to NOTB. No worries dude.
 
Indeed, 4 pop working clam+rice+2 interior lakes, balance 5 specialist.

But the make up is not so easy as it looks. Besides lighthouse (unavoidable)
and courthouse (very useful) :

a) A cultural building is needed to get the 21 tiles radius (library looks best);

b) Granary very useful to speed grow;

c) The city just have 2H, then 3H; it would take forever to build the essential
buildings; AFAIK, the only chance is to build workshops (even if they only
desired as temporary).

So, many workers/turns needed (also jungles there). That is the real problem,
at the moment.

But, when possible the output is very good:

a) 30 beakers (or similar) by turn,before modifiers;
b) 15 GPP by turn, while less valuable because it is not the top GPfarm;
c) Infra done, some farms shall allow +1/2 specialist.

Best regards,
 
I agree with you Fed, it will be a little difficult getting the city ready. If this is something we truly desire we can start workers on preparing the tiles prior to building the city, at least clearing away jungle and roads. This city would only be good with Caste System, so once the city is built the first citizen would be used as an artist specialist to toss our borders out. We'd have a WB on its way there, if not already there, by the time the city is built.

The :hammers: will be a little tough, but can be earned through tile manipulation on tiles we do not plan on using. Set up a couple of the grass tiles as workshops too, at least temporarily. The only builds here would be ones that are absolutely needed (i.e. lighthouse) and those that are worth their benefit (i.e. courthouse).
 
Actually in the short run all you need is a granary in there - and that should be manageable - the border pop can be done with the right missionary ;)
In the long run just put workshops on all other tiles and IF we get that far in the game we'll run State Property anyway so it'll be even decent in terms of production.
I am all for this city site now - just raze the two occupying cities and build granary, lighthouse, court and see about the rest...
So: workshops shouldn't be temporary at all...
 
Actually in the short run all you need is a granary in there

There has to be a lighthouse. Without the lighthouse the two lake tiles would only produce 2 :food: and the clams would only produce 4 :food:, which would only equal 3 specialists with one extra :food: left over.
 
There has to be a lighthouse. Without the lighthouse the two lake tiles would only produce 2 :food: and the clams would only produce 4 :food:, which would only equal 3 specialists with one extra :food: left over.
:D That was meant as a reply to fed1943 who also sees the need for a library - that is actually the reason why I said granary -> Lighthouse -> whatever (I am not too convinced that a courthouse is necessary, but I have not paid attention to the current upkeep costs in these cities. A harbor might even provide more commerce then a court saves...
 
:D That was meant as a reply to fed1943 who also sees the need for a library - that is actually the reason why I said granary -> Lighthouse -> whatever (I am not too convinced that a courthouse is necessary, but I have not paid attention to the current upkeep costs in these cities. A harbor might even provide more commerce then a court saves...

For a specialist city, a building providing specialist spots would be nice, since we're not running Caste System :)
 
I am for this plan, not for the reasons here stated, but to cover all of our coastal tiles with our culture. Otherwise we might end up as "their" new world, not the other way around.
 
This site has been cleared, shall we build a settler (and a missionary!) and settle it?
 
We need several cities along the coast, or we may see Aztec or Japanese colonies spring up. We need those now.
 
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