44 Cities, 10 BC, and a stable economy

Kesshi

Emperor
Joined
Sep 29, 2007
Messages
1,415
Hey guys.

I've been toying around with getting the highest score possible, and playing under a controlled environment on the Earth map. I've been following VirusMonster's Guide to 500K+ scores through Huge map domination on Immortal difficulty guide to aid me. While I'm not yet trying this on Immortal, I do have a nice game going on Prince.

In my previous game, a Noble game, I was able to get 31 Cities at 10BC with Augustus Caesar, but my Economy was in some trouble:

Spoiler :



In my current game, it is 10BC and I have 44 cities with a very stable economy. Here are some pictures:

Spoiler :




I have stacked the odds in my favor a bit. I am still not using the .17 patch, this lets me using a 34 civ mod. (I know that the .19 unoffical patch permits 50 civs, but I don't think there is an Earth scenario out for it yet. Though I may just make one here soon.) I also have no tech brokering toggled; while I won't be doing much trading, the AIs will. This slows them down a bit. Also, I have no city razing on. And one last thing, at the suggestion of someone from these forums, I chose Julius Caesar for the Organized trait instead of Augustus Caesar who has Industrious. Both Caesars have Imperalistic. The mod came with Augustus as the only leader choice for Rome, but I modded in Julius in lieu of Augustus for his Organized trait.

Lets recap the things that are stacked in my favor:
  • 34 Civ mod
  • No Tech brokering
  • No city razing
  • Julius Caesar
  • Julius Caesar
Just to show you, yes I am kinda cheating to do this, but I am also kinda not cheating at the same time. I listed Julius Caesar twice. Once for his organized trait, second for the OP silliness of Praetorians.

I've been asked how I manage such a large empire so well, and I'm going to attempt to answer that with two words:

Religious Economy

A Religious Economy works unlike many others that people are used to. In a Religious Economy, you do not convert commerce into gold, instead you turn religious icons into gold!

In the Prince game above, I am making a profit of 6 gold at 70% science putting forth a whopping 560 science per turn. However if you look at the pictures above, you'll see that many cities are producing a fair amount of gold each, and once city (Memphis) is producing a large amount of gold.

Each Jewish Temple produces: +1 happy, +2 hammers, +2 gold, +6 culture
Each Jewish Monastary produces: +10% science, +2 hammers, +2 gold, +7 culture
Each Jewish Synagogue (Cathedral) produces: +3 happy, +2 hammers, +2 gold, +5 culture, +50% culture

These are very worthwhile buildings to my empire. With the exception of the Cathedral, even the smallest of cities can be whipped to build these buildings in very little time.

The gold produced from these buildings comes from the Spiral Minaret (available with Divine Right.) In fact, I got Divine Right before Machinery (thusly Before Engineering) because I knew how important it would be. I forget the exact turn I built the Spiral Minaret, but when I did, it took my at-the-time-economy from 40% Gold at a net loss of 54 gold to 40% Gold at a net gain of 54 gold. That's right, 108 gold from one building! :eek::eek::eek:

The production from these buildings comes from The Apostolic Palace. One really neat feature about The Apostolic Palace is that you don't need to build this building to receive the hammer bonuses, however I find it important that you do build it because you can ensure that it falls under YOUR chosen religion. In this game, it's Judea.

Now lets take a look at Memphis, my holy city:

Spoiler :


This is where another major other part of my economy comes from. This tiny city is producing 77 gold per turn! That's because the temple of Solomon (Jewish shrine) was built here.

Side Note: The shrine is considered a "Jewish building" thus receives the Apostolic Palace +2 hammer bonus, as well. I'm pretty sure it receives the +2 gold bonus from the Spiral Minaret, too. That means that my +70 gold is from 68 Jewish cities and +2 gold from the Spiral Minaret. A tiny amount, but still, 2 gold is 2 gold.

This city currently does NOT have a Forum (Roman Market) in it. Once I put that Forum in it, that 77 gold turns into 77*1.25 = 96.25 gold per turn! :eek: Also, Guilds is coming up very shortly. That means another 25% from a Grocer, or 77*1.50 = 115.50 gold per turn. :eek::eek:

Running Representation means each Specialist nets me +3 science. With such a huge empire, running anything other than Mercantilism would be silly. Banking is immedately following Guilds which will do two things. First, let me build a bank in Memphis. With a Forum, Grocer, and Bank, that's +100%, or 77*2.00=154 gold per turn! :eek::eek::eek:

Eventually my wall street will go there, but that's the very distant future.

The second thing that Banking does is Mercantilism. Fourty-four cities * three beakers per city equals 132 beakers per turn, if I choose to run ordinary citizens, sans bonuses. However virtually every city has a temple in it, meaning I can run a Priest Specialist in (almost) every city. For the sake af easy math, I'm going to assume every city will choose to run a Priest Specialist as their Free Specialist.

Each Priest Specialist net me 1 hammer, 1 gold, and 3 science.
Fourty-Four Priest Specialists net me 44 hammers, 44 gold, 132 beakers.
Chances are I'll have a Monestary in each city, that's 132*1.10, or 145.2 beakers per turn.

Currently each 10% gold change is a 64 gold and 72 science change. This means that once I swap to Mercantilism, I'll be able to run at almost 10% higher science output, while gaining a TON of science from the representation bonus. Added together that's 72+132, or a(n almost) 204 increase in Science from a simple civic change. My current science is 560, and 204 is 36% of 560. So I, in essence, gain about 1/3 more science from such a change.

Note: I will lose my foreign trade routes, however those are not very important to me, as with having so many cities under my control, I will have plenty of trade routes to go around, as well as I will actually be hurting the AI by denying them all these trade routes.

I am also not factoring in Libraries, which many cities have, but some also do not. Nor am I factoring in the change from Barbarism to Vassalage (Low to High) and the Decentralization to Mercantilism (Low to Medium) civic upkeeps. I figure I'll gain somewhere between 25% and 33% increase when all is said an done.

The last part of my economy is something I just figured out, and I'm slapping my forhead going "Duh!" for just figuring it out. This is not part of the religious economy, but rather what I'm going to call "Proper city managment."

Larger cities means more maintiance. Smaller cities means less maintiance. We all know this, yet I never thought to whip my cities into submission to keep the maintiance down. I was always worried about individual city performance that after I could support it, I'd let my cities grow to size 7, 10, 12, whatever they could grow to. And let them slowly trudge away building two or three buildings on the way to these super huge cities. What a mistake! With an empire this large, my capitol which has zero distance maintiance, has a 6 gold maintiance from "Number of cities!" That means every city I have has a 6 gold maintiance from the number of cities! (-50% if I have a courthouse) That's 6 gold maintiance from every city, or 6*44=264 gold maintiance, not including the distance penalty! This means courthouses are especially important.

By whipping everything everytime I can, I am keeping my cities small thusly I reduce the city distance maintiance, which is influenced by city size, AND build more important buildings faster. The more important buildings are: Monasteries, Temples, and Courthouses.

I check every city every turn to see if it can whip. This means each turn can take many minutes. Once, when I was doing a whole lot of micromanaging, it took me over 30 minutes to make two turns. I can just hear TheMeInTeam crying right about now. :lol: For those that don't know, TheMeInTeam is a big fan of fast games, games that last only a few hours. Where as I have games that last 20, 30, ever 40 hours long that span over weeks of playtime!



My build order has been like this:

  1. Defensive unit
  2. Granary
  3. Monastary
  4. Temple
  5. Forge
  6. Courthouse
  7. Forum (Market)
  8. Library
  9. Whatever~~
This is pre-Mercantilism. Post Merc, I will be targeting a Temple first. Because I'm not Spiritual, Monastaries have been cheaper to build, so I went for them first to get the quicker +2 hammer bonus. However, once I have that free Specialist, that'll be 1 more gold, and eventually 1 additional hammer, after I build the Ankor Wat. The +1 gold +1 hammer Priest vs Citizen Specialist will be well worth the small extra wait for a Temple vs a quicker Monastary.

Yes, I am making each city build its own defensive units. The rest of my empire is far too busy doing other things to be distracted with babysitting new cities. Although, maybe if I dedicated one city to producing defensive units, I could speed up the process at which newer cities "come on line." Hmm, perhaps I'll have to explore that for the future.

In my Noble game, I had eventually 5 or 6 cities manufacturing 5exp (or greater) units upon completion. However, I was leaving my 5exp Praetorans as Garrison duty. The idea was to tech to Assembly Line, promote my existing army so I could keep my City Raider points, and then when I manufactured more fresh Infantry, replace my garrisoned Praetorians with the fresh Infantry, promote them to City Raider 2, then upgrade them to Ifantry. This proved to be far too tedious for me, and I am attacking the situation differently in my new game.

Currently in my Prince game I lowered it down to two military cities. I may ad a 3rd eventually, but I'm not sure about that yet. In the two military cities I do have, there are 2 GGs settled in each city. With a Barracks, that's +7 exp, and Vassalage is coming soon for another +2. Soon I will have +9 out the gate. (Almost Level 4!) I then leave one (usually unpromoted) Praetorian in the newly captured city while it produces a defensive unit. I got the shock random event, so I've been using Axemen if the cities have been connected to my trade network, or Archers if not. I only just got Feudalism, so I may switch over to Longbowmen all together. I haven't quite decided yet.

I found that by leaving one Praet for garrison duty in newly captured cities, and only moving it out once I have a fresh defensive unit, I need to produce far fewer Praetorians from my military cities, and increasing the overall effectiveness of my army. Also, this has let me reduce the military cities virtually in half, permitting stronger (currently 7 exp) units out the gate. In future games I may try to have one "defensive unit" city that doesn't have any settled great generals, but produces units for the freshly captured cities.

Anyways, that's how I'm doing it! It hasn't been without mistakes. I misestimated how quickly my 2nd military city would be up to speed, and settled not only my 2nd but me 3rd Great Genaral in that city...When I could have been pumping out 7 (or even 9) exp units from my 1st military city (Rome.) Oops! Live and learn. ;) I've also made some silly mistakes by not worker chasing when I'm about to kill a civ. Now I've been moving units around cities before capturing the last one, to herd the workers into the city so I can capture them. The extra 2 turns before capturing the city is well worth it, in my opinion, as workers are becoming more and more necessary as my empire is rapidly expanding.

If you have any questions, just ask!

 
This looks like it is fun, even if turns do take a long time. There are a couple of other things that will help with a giant empire like this.

Fairly obviously you want to research Paper and build UoS (or capture it) to make the most of all those religious buildings. 44 cities with temple and monastery gives 176 raw beakers and monasteries and probably libraries will boost that by 35%.

You have several other holy cities but I guess none have shrines yet so you'll have to build them yourself. I would plan to do that for one or even two more religions and spread them to all the cities. Each successful missionary will be worth 2 gold per turn eventually and a much better long term investment than building wealth. Just choose the city best sited for being able to build / whip in the forum, grocer and bank and then start spreading that religion. Meanwhile in Memphis make some floodplain farms, grow the city and run priest specialists (3 from shrine plus 1 per temple) to generate GPriests.

Then when you attack again with your Praetorians (or whatever they've been upgraded to at that time) each city you capture will get 3 missionaries (Judaism plus religion 2 and religion 3). So before they even come out of revolt you'll get +6 gold from the 3 shrines (assuming all have forum, grocer and bank). Then later if you can whip in a temple there'll be another 2 gold from SM and another 1 gold from the free Mercantilism priest. That sort of religious economy can fund very rapid expansion in the middle ages. The beakers from Representation (I presume you have Pyramids) and UoS should mean research is kept high even if the slider drops.

I predict you'll win this game :p
 
Although I agree that's impressive, I think you forgot something in the stacking part:
- I play in Europe on an earth map

I think you will agree that there are some insane resource concentrations on earth maps, specifically in Europe :p
 
Managing that many cities would drive me bathorsehocky insane. Maybe if there was some way to automatically go to a city whenever it grows, same way it does when it needs something new to build. But as things stand, having more than about a dozen cities is extremely annoying for me.
 
:cry: at micromanagement indeed :(.

Still, I learned some things that may help me in my 3 hour games, so good write-up ;).

I will say for anyone who hasn't actually tried merc + rep with a large empire...DO IT. It's ridiculous how many beakers you get for doing basically nothing.

Also, for those who hate micro, you can actually force a specialist and set it to things like "food and great people" emphasis if you want the city running heavy on specialists but still growing.

I think with a little bit of BUG mod (whip notification) + understanding/use of the governor could make a pretty close approximation of this without the 15 min/turn micro (good for people who think the "blazing" setting in MP is slow, even when warring ;)).

The problem is, of course, getting a religion to use. However in my games where I blast out 1209487098 cities via swords conquest (something that with the whip can be kept up until longbows, and after that until xbows with catapults, and until guilds if you get HA's) this could be useful, as if I'm doing this at least 1 nearby AI will have a holy city that can be shrined. Bit tougher at higher levels due to the max upkeep/city being higher but a very worthwhile thing to keep in mind as it could help recover the economy from an early war/rush that much sooner.
 
merc + rep is definitely awesome and goes hand in hand with running a SE while warmongering
 
Fairly obviously you want to research Paper and build UoS (or capture it) to make the most of all those religious buildings. 44 cities with temple and monastery gives 176 raw beakers and monasteries and probably libraries will boost that by 35%.

UncleJJ,

Oh, you're right! I almost forgot because I wasn't there yet. That's the last of the trifecta (AP, SM, UoS) that I like to build while doing this. Although the Sistine Chapel is nice, too, because it pops freshly captured city's boarders faster, I don't deem in vital to the religious economy. Thanks for pointing that out!

This reminds me of something. I've been viewing my techs as "target techs." I have a few techs that I target and I divide them up into two categories.

Techs that help me out right now.
Techs that help me tech faster.

For example, Construction and Engineering would fall into the 1st category. They both help me move faster and open up valuable military techs. Where as techs like Writing, Divine Right, Banking, Paper, Education, etc are techs that open up buildings to support my economy. They don't really do anything to directly help me out like Construction and Engineering, but they help me push forward in my teching to get to the "help me out right now" techs faster.

Any tech that doesn't fall into either of the two categories is usually a prereq or one that I simply don't get. That's how you end up with silly screenshots such as this:

Spoiler :


I didn't even realize it until someone pointed out, I never learned Archery! :lol:


futurehermit

Hey, gotta learn somehow. ;) I've put myself into a controlled environment to learn some tricks I've been taugh from here, and even develop new tricks. Had I thrown myself directly into a Immortal game with hopes and aspirations of a high score I probably would have been very disappointed and I doubt I would have learned the same tricks I did by playing Earth 34 Civs on Noble and Prince. And I gotta be honest with myself. If I claimed to be playing 100% legit, when I wasn't really, then come time to play the big game, I'd get slaughtered.
 
merc + rep is definitely awesome and goes hand in hand with running a SE while warmongering

It's definitely awesome regardless of what "economy" you're running, as long as you're somewhat big. As you get bigger foreign trade routes matter less (more likely to be warring with someone, and also fewer of your cities will have foreign trade routes anyway, and you can still have them with vassals). The bigger one gets, the lower the opportunity cost of running merc and the greater the benefit.

Limiting factors are probably WW and maintenance for rep and merc. Having a large # of cities on another continent (or two!) may eventually force state property (which can save hundreds of GPT - out stripping everything at that point). Bad WW or the need for military buildup fast may get one out of rep.

When you want to tech though, this is the way to go. I've run a full blown CE and benefited GREATLY from merc/rep...200 BPT on the 18 civ earth map with my friend!
 
Un-frickken believable. :eek::eek:I tried it, but I could only hold around 20 cities before the AD era on this map. I don't care how much stacking you do, this is stunningly impressive.

My real question is not economics, but logistics. Namely, getting your fresh legions up to the front. I had movement difficulties with Keshik domination, much less legions.
 
Hey guys.

In my previous game, a Noble game, I was able to get 31 Cities at 10BC with Augustus Caesar, but my Economy was in some trouble:

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sigh...This is the classic error of Civ players. (Don't take this too harshly, lots of people have this problem). While the 2nd game is obviously better than the first, the 1st game is far from "in trouble". The latter phrase should be used when you're negative at 0% science and need unusual steps like disbanding units or building research to make it to a key turnaround tech like Currency. Certainly not when you're producing nearly 400 sci/turn at a deficit you can sustain for 100 turns;)
 
Rome on the Earth map is broken good. Once you have the Roman capitol, the French capitol and the Spanish capitol, you've won the game. You can out-tech and and out-produce everybody else.

It's a fun game to play through once, but it's hardly a sustainable strategy for any other map.
 
You don't even have to play rome on earth map for this to work, any of the europeans can pull this off easy.
 
sigh...This is the classic error of Civ players. (Don't take this too harshly, lots of people have this problem). While the 2nd game is obviously better than the first, the 1st game is far from "in trouble". The latter phrase should be used when you're negative at 0% science and need unusual steps like disbanding units or building research to make it to a key turnaround tech like Currency. Certainly not when you're producing nearly 400 sci/turn at a deficit you can sustain for 100 turns;)


He said "in trouble" not "crashed" I'd say there's a huge difference.
 
Very interesting strategy. Very special conditions though. I wonder if I could use any elements of it, playing Emperor difficulty, normal speed. But I guess it's impossible to do on higher levels because you can't dictate the game so much and be first wherever you choose to be first like on Noble.
 
^^ It's perfectly possible at higher difficult levels, I've done similar things with France at emperor.

Some reasons early conquest works that fine on this settings with nearyl all European civs:

- Very cramped map, capitals have close distance.
- AI doesn't start with Archers on higher levels, the second city usually comes from warrior rush.
- only 1 copper in western Europe, near Berlin, which gives "Axe-exclusivity"
- steamroll-effect (all those capitals are extremely productive)

I had conquered most of Europe (including England) in ~1500BC.
 
Very interesting strategy. Very special conditions though. I wonder if I could use any elements of it, playing Emperor difficulty, normal speed. But I guess it's impossible to do on higher levels because you can't dictate the game so much and be first wherever you choose to be first like on Noble.

IronCrown,

I think the biggest problem there would be the Normal Speed. I don't know how obvious it is or not, but I play on Marathon speed. This lets me focus on a military quite a bit more due to game mechanics.

A lot of my gold came from capturing cities, so it addition to the Trade Route Economy and the Religios Economy I also kinda had a Military Economy. When you have so many economies working in conjuction with an Organized leader, you can push forward really hard.

Knowing how stable my Economy was on Prince, when I kick it up a knotch I'm going to try to push even harder earlier.

I have been doing some thinking, and I realized that the downside to what I've been doing on Prince that helped keep my city maintenance down was keep the population low in many many cities. This has the adverse affect of keeping my score low. Because my target is a high score, I'm going to need to whip only the essential buildings (Granary, Monistary, Temple, Courthouse, maybe Forge) and let the city manually produce other buildings until they reach their health or happiness cap, and whip the appropriate building. This will have a negative affect on my economy but the trade off is that I'll have a much final higher score, which is my goal.
 
Little update here:

I haven't played a whole lot, but I have accomplished much in just a few turns. I left at turn # 349, 10BC, with 560 science per turn.

Here I am at 260AD, 26 turns later:

Spoiler :


I've tripled the amount of science in under 30 turns. Part of it is because of the golden age, but most of it comes from the Mercantilism swap, as well as the University of Sankore. I was able to swap to Vassalge and Merc in a Golden Age, and finish the UoS with 1 turn left to go.

I've been able to get Liberalism for quite a while now (probably 15 turns) but I'm going to save it for Assembly Line. I'm thinking I may head to Steel first, just so I can get Cannons before Infantry.

The power of multiple economies working together is quite alarming.

Also, I've seen a few people on here mention that Representation takes a dive after Medieval times, if this is true, you are not doing it right. Representation should not ever slow down. If anything it should pick up momentum and boost you ahead of any cottage economy. I've managed tech parity on Monarch with only two cities. Pushing ahead with 10+ cities is usually easy. When you start adding more and more cities, the rate of teching goes up exponentially.

Oh yeah, where I left off in 10ad score if won this turn was ~170,000.
In 260ad my score if won this turn is now ~240,000. I've started growing a lot of cities.

I'm thinking one I thing I could have done to manage my empire better is that I probably should have held onto my Great Artist and until I could change civics to Mercantilism, and grow in the mean time. This would permit me to work more tiles and generate more bonuses from the Golden Age.

Remember that my cities were small because I figured out that by whipping them to smaller cities I could keep the mainteniance down. However, because my economy has recovered and then some, I don't need to do this anymore, and I have let them grow.

Before I was whipping every building possible. Some cities haven't been whipped in over 50 turns and still have up to +10 unhappiness from whipping alone. But note that zero cities are unhappy, due to all the luxury resources my vast empire now has! Currently, I'm only whipping key buildings. They are, Granary, Jewish Temple, Jewish Monistary, Courthouse, and if I'm building it, Jewish Cathedral. Of course wonderrs are an exception and sometimes I whip those..

I also have a dedicated Longbowman city (one every 6 turns), a dedicated worker city (one every 3 turns) and a dedicated Settler city (one every 9 turns.) These cities are not being whipped at all. I need to get in and colonize the blank spots in Africa as soon as possible.
 
Crazy stuff.. Btw, just post your Military Advisor and Financial Advisor.

Representation does take a dive later in the game. SE becomes less powerful since mature cottages can often give you more science than specialists late in the game. Also it becomes expensive to generate GP's late so that strength of SE is also virtually eliminated. CE DOES get stronger as the game progresses while SE gets weaker. It is true that larger cities later in the game can grow more specialists and thus starting to work new cottages at that time is not beneficial. If you have planting your cottages early on though and have had time to grow to towns, they own specialists.
 
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