Production multipliers

Joined
Dec 13, 2005
Messages
463
Location
London
Hello all,

So i can get a production city up and running, with some food tile, some mined hills iron/copper maybe cows... whatever.

What im interested in, is how do some of you get your porduction up to ridiculous amounts of hammers. i can manage about 150, 200 if im really lucky in terms of location with a good balance of hills and plain and resources.

I've seen people post images here of cities with 700+ production. I saw a screenie from someone (cant remember who, but the city was Cuzco) who had over 1000 hammers. thats insane.

So, i build forges, factories, hydro plants, levees, ironworks, maybe maoi statues, and all the other production multipliers that you need to make a decent production cities, but i still do not understand how some people can almost quadrouple that when u have the same buildings and similar terrain to me. Could anyone give me a few pointers please?

In terms of military its not a problem, because with 150 hammers a turn in 2-3 cities its enough to get tanks out in 1-2 turns depending on spill over hammers (and i'm often military leader in my games, in terms of power). Im mainly thinking for late game wonder building and space race. (though space race sucks balls in my opinion).

any tips would be really appreciated.

take it easy all.
 
Have the right matierals. For the Space Race, that's Aluminum, Copper, Uranium, and I think Iron/Oil/other later strategical resources. Having the right matierals bolster production speed.

Have the right Wonders. Some wonders help out production of other buildings/wonders/projects/units. For the Space Race, that's the Space Elevator. Military City? One of the Epics (forget which one) speed up military unit production.

Have the right Traits. Certain Traits speed up the production of certain buildings, and a few speed up unit production.

Have a production city. Lot of hammers + the above = Speedy Production. Bonuses stack, I think...

*chuckles* But someone correct me if I'm wrong.
 
Those big numbers are not base hammers - they are hammers after the multipliers plus overflow (usually). For example, you will see those numbers during the building of a space part where your city includes a factory, ironworks, power, levee, laboratory, alluminium, plus all the production boosting civics. Ditto if you are building a military unit in a city with all the basic production multipliers plus the military specific ones. You'll be amazed how far you can push 50 base hammers.
 
Water, cottages, windmills, and farms are bad for a production city. Try to avoid using them.

You want workshops, mines, and a few bonus resources. Aim for 60 base hammers before any overflow or multipliers.
 
For millitray units

Millitary academy + 50%
HE + 100%
Subtotal: 150%


Civ:
Organized religion + 25%
Beauracracy + 50%
Subtotal : 75%

So far: + 225%

Forge, +1 unhealth, +25% hammers

Factory, +1 unhealth, +25% hammers
+50% hammers with power

Coal Plant
provides power with Coal (+2 unhealthy) so the factory use +50% hammers

Ironworks, +2 unhealth
National Wonder (1 allowed)
+50% hammers with Coal
+50% hammers with Iron


Research park + 25%

Subtotal: 200%


Help me here if I missed somthing ......

Total 425%


Assume base: 70P.
10 River tiles: + 10P
Size 30 city, 10 specialist ==> 20P
10 great persons ==>30 P
Subtoal ==> 130P.

Overflow assumption 100P

Mining corp assumption 20 P

Total 250P

250 P + 425% ==> 1312P

Help me check the numbers please. can't remember them all.
 
in terms of having a base of 50-70 :hammers: , what does that equate to in terms of number of mined hills, workshops compared to number of farmed tiles?

also, is it a good idea to settle great engineers in my production cities?

Normally, i have quite a good challenge on Prince, but usually win on grounds that my military is so strong (not necessarily tech lead, jsut sheer number of units) but i never have a tech lead, just on par. but thats for later...

my game has improved loads since reading all the tips and strategies on this forum, so thanks a lot guys! i love this game! :goodjob:

cheers lads!
 
Those 1k hammer cities are not typical. Towards the late game you should have no problem developing 2 or 3 or more cities that have about 150 hammer per turn production with forges, factories, and power, before any modifiers for resources or national wonders. For a military city, you don't need any more than the most expensive unit you can build costs. It is rather easy now to have 2 production cities that can pump out any unit in one turn (may not be true on marathon level).

See DaveMcW's picture above. The only thing late game that hampers production significantly are peaks, desert, and water squares. Aside from that, the only problem is too many hills and plains to have enough food to work all the tiles. You just run caste system and state property, and micromanage the # of farms, watermills, and workshops to have your city producing just enough food to work all the squares.

If building up a city smaller than size 20 to a power production city, you will typically want extra farms for a while to grow it to 20 quickly first.
 
Thanks for posting this. I've been playing since Civ2, but they have change a few thing around in Civ4. I'm talking about the factors on which how fast your cities buld units and etc.. Like how you were talking earlier. Since I waited a good while before getting Civ4, I'm still learning plenty from all you guys. So thanks for clearing some of this up for me.
 
Top Bottom