futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
- 5,724
City specialization is a consistent topic on these boards. I decided today that I would make this thread to show one example of breaking down a map for city specialization. Newer players should find this helpful. Old hands can feel free to chime in and add advice, make improvements on my suggestions, etc.
The first thing that you should do is scout your surroundings. I can't stress enough how important this is!
Once you have a sense of your surroundings, the first thing to do is take note of the resources you have:
Then take note of what the resources give you. Circles here indicate 4+ food tiles. "X"s indicate 3+ hammer tiles. "$"s indicate high commerce tiles. "C"s indicate resources needing calendar (this is important to determine early on). "H"s indicate wine and the need for monarchy (also important to determine early). Note I don't have IW in this game yet so iron is not revealed yet. I can't remember if I have BW and/or AH yet but the message would be the same:
Then it is time to dotmap. The goal here is to collect as many resources as possible, making sure that your cities will have food to grow!
Then the question comes regarding city specialization. What do your cities do best? Here, I suggest the following for newer players (or those wanting to improve their specialization generally as I am trying to do): "X" any tile that when given a basic improvement will produce 3+ hammers (i.e., grassland or plains hill); count the # of tiles that could work a cottage (i.e., grassland, floodplains, and plains if there are high food tiles to support them). Your cities might look like this:
What can I say about these cities specifically? The first three cities will make nice long-term commerce cities working 10+ cottages (or equivalent, such as gems). The bottom ones are coastal, nothing special, but could benefit from the colossus, especially since Darius in this case is financial.
What can I say about this empire generally?
1) There is no clear-cut gpfarm. The 2-fish city can generate specialists early and I would normally convert it to a gpfarm except that the gems and availability of grasslands and a financial leader working coastal tiles all make me feel like this city would be stronger as a commerce city in the long run. Thus for specialists I would probably try and generate GSs for academies for the clear-cut commerce cities as much as possible and then look for a long-term gpfarm in the far north somewhere in uncharted territory.
2) There is no clear-cut production city. Very little production in this empire. Fortunately there are no opponents met thusfar so early on there will be little needs for a lot of production. Once fog-busting is done to control for barbs, can probably get by on low-production for the most part. However, it will be important to look for production cities in the far north as well.
3) With a financial civ and all these cottages, teching will be through the roof. With low production, no nearby opponents I'm thinking the best approach here would be to aim for space or diplomatic victories. Cultural could be hard with no gpfarm and domination/conquest will be tough with such low production. The latter victories could be possible for sure, but I think the terrain is best suited for teching.
4) Normally, I would want to look for production and gpfarm cities (at least 1 of each) asap. The lack of both is disconcerting. However, I am a firm believer in taking what the terrain gives you and in this case it has given a pile of commerce cities. Leveraging this involves teching/fog busting and then pursuing the appropriate victory condition as the game unfolds.
5) With the availability of a number of calendar and wine resources, getting monarchy and calendar earlyish will be important. Taking monarchy off the oracle (chopped probably in the capital) could be a good idea then beelining calendar once worker techs (including IW) are done. Currency/CoL could follow after as the high commerce tiles and cottages could pay the bills in the short term.
Any comments would be appreciated.
The first thing that you should do is scout your surroundings. I can't stress enough how important this is!
Once you have a sense of your surroundings, the first thing to do is take note of the resources you have:

Then take note of what the resources give you. Circles here indicate 4+ food tiles. "X"s indicate 3+ hammer tiles. "$"s indicate high commerce tiles. "C"s indicate resources needing calendar (this is important to determine early on). "H"s indicate wine and the need for monarchy (also important to determine early). Note I don't have IW in this game yet so iron is not revealed yet. I can't remember if I have BW and/or AH yet but the message would be the same:

Then it is time to dotmap. The goal here is to collect as many resources as possible, making sure that your cities will have food to grow!

Then the question comes regarding city specialization. What do your cities do best? Here, I suggest the following for newer players (or those wanting to improve their specialization generally as I am trying to do): "X" any tile that when given a basic improvement will produce 3+ hammers (i.e., grassland or plains hill); count the # of tiles that could work a cottage (i.e., grassland, floodplains, and plains if there are high food tiles to support them). Your cities might look like this:




What can I say about these cities specifically? The first three cities will make nice long-term commerce cities working 10+ cottages (or equivalent, such as gems). The bottom ones are coastal, nothing special, but could benefit from the colossus, especially since Darius in this case is financial.
What can I say about this empire generally?
1) There is no clear-cut gpfarm. The 2-fish city can generate specialists early and I would normally convert it to a gpfarm except that the gems and availability of grasslands and a financial leader working coastal tiles all make me feel like this city would be stronger as a commerce city in the long run. Thus for specialists I would probably try and generate GSs for academies for the clear-cut commerce cities as much as possible and then look for a long-term gpfarm in the far north somewhere in uncharted territory.
2) There is no clear-cut production city. Very little production in this empire. Fortunately there are no opponents met thusfar so early on there will be little needs for a lot of production. Once fog-busting is done to control for barbs, can probably get by on low-production for the most part. However, it will be important to look for production cities in the far north as well.
3) With a financial civ and all these cottages, teching will be through the roof. With low production, no nearby opponents I'm thinking the best approach here would be to aim for space or diplomatic victories. Cultural could be hard with no gpfarm and domination/conquest will be tough with such low production. The latter victories could be possible for sure, but I think the terrain is best suited for teching.
4) Normally, I would want to look for production and gpfarm cities (at least 1 of each) asap. The lack of both is disconcerting. However, I am a firm believer in taking what the terrain gives you and in this case it has given a pile of commerce cities. Leveraging this involves teching/fog busting and then pursuing the appropriate victory condition as the game unfolds.
5) With the availability of a number of calendar and wine resources, getting monarchy and calendar earlyish will be important. Taking monarchy off the oracle (chopped probably in the capital) could be a good idea then beelining calendar once worker techs (including IW) are done. Currency/CoL could follow after as the high commerce tiles and cottages could pay the bills in the short term.
Any comments would be appreciated.