5 Favourite City Improvements

Average city build order, mid-to-end-game expansion (under Love days):

Marketplace
Harbour
Aqueduct
Temple (if needed due to low-trade terrain)
Sewer System
Library or Factory depending on city function

Courthouses are good too, to keep Love days going.
 
Cropduster:

So how does a beautiful, single, and intelligent warrior get a date with a strong, independent, and fearless ruler such as yourself.

As it happens, I just happen to really like dating warmongers. The problem is that I can't find that many in philadelphia. There are very few left.

I have plenty ideas for dates, my little simplecelt.

Ikabob
 
Icabob has issues <IMG SRC="http://forums.civfanatics.com/ubb/love.gif" border=0>. The Celts will conquer all.

[This message has been edited by Cropduster (edited June 19, 2001).]
 
harbor
aquaduct
factory
superhighways
airport

These, plus pyramids, michelangelos chapel, JS Bach, and hoover dam would be unstoppable in almost any scenario.
 
My favorites are the ones that increase science, trade, and money. They are:

Library
University
Marketplace
Bank
Stock Exchange
Airport
Superhighways

I never build Research Labs because I always build the SETI Project.

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"Shake the world beneath your feet up"
--Johnny Clegg
 
Do airports have any bearing on trade in the game? As I understood from the manual/civilopedia, the only thing they do is allow airlifts. Well, that DOES help for quickly moving freights about, I suppose....

Actually from a reality perspective it WOULD make sense that airports enhance commerce, I just didn't think they did in the game....

Oh, my five?

--Cathedrals (I often get beaten to Mike's, since I often downplay religious research in favor of industrial-leading research and build colloseums--might try the religious tack more sometime though, especially when I venture beyond my current prince level)

--Colloseums (like I said above, available early and INCREASE effect later, not decrease like Cathedrals do)

--Factories (and Manufacturing Plants built later)

--SDI Defense (my goal is to get as many of these up before anyone decides to build the Manhattan Project--the only time I'll FINISH Manhattan is if someone else starts it, to get the points for the wonder--that or right before my spaceship lands. I HATE nukes, and the inevitable global warming that follows their prolific use....)

--Airports (Airlifts, baby! Especially to those new remote islands I've just started settling)

I've been reading some of these posts about the trade link with science--never understood it much, knew they were related in the game but not how exactly. But these posts have given me some insight--seems more key than the libraries and universities I tend to build, although they still can't hurt either. I build markets, banks, exchanges and freeways as a matter of course in big cities too, and I guess that's what's helped me most in the tech dept. and I didn't even know it! Starlifter's strategies with freights, now that's something to try.... I guess I get lazy a lot and don't build a lot of caravans other than for wonders (i.e. going a short distance) or if I need a quick shot of cash and have uranium lying around.... But with what he said about freights, I guess it's well worth all that clicking long paths around the world (it can get tedious though with a sh*tload of cities spread all over the place).

Thanks, you've all given me some new insights. Although I bet no matter HOW fast you go in tech (right now I'm usually ahead but barely most of the game), the AI will find a way to steal it and share it with everybody, no matter how many spies you plant in your border towns.... Especially space flight and SS techs....
 
Allan, as you said Airports allow airlifts. They also make all air units built in that city become veterans and they reapair all air units in that city in 1 turn.

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Conditional Zenith

you will only become strong if you obey the regulations
 
Yeah, I knew that. I build all my air units in airport cities (except those first fighters when you get flight), but the thing I REALLY love about them is the airlift function. If I've started an invasion and have a beachhead city on another continent, one of the first things I'll build (after any necessary fortifications) is an airport to bring in the reenforcements! New island cities also get 'em pretty early (in case of emergency).

Now I've found out from some threads that while airports don't increase OVERALL trade of a city, they increase freight value--didn't know that before.
 

posted June 28, 2001 07:39 AM by Allan:

Now I've found out from some threads that while airports don't increase OVERALL trade of a city, they increase freight value--didn't know that before.

Those threads are dead wrong. An airport in the source and one in the destination will result in a 50% increase in the amount of trade arrows produced by the respective trade route each turn, in each city. If the route was producing 12 trade icons before airports, it will produce 18 icons after airports are constructed.

In addition, airports will boost the trade bonus by 50%. A 1000g freight will theh be worth 1500g, for instance.
 

by Allan:

--Cathedrals (I often get beaten to Mike's, since I often downplay religious research in favor of industrial-leading research and build colloseums--might try the religious tack more sometime though, especially when I venture beyond my current prince level)

Like you, I've fought and won without MC. However, MC is hands down the most valuable single wonder in the game and always gets commensurate attention from me. The instant, global availability of cathedrals, no maintenance, and indestructability (except the MC city) are just too powerful. At deity, new cities just won't grow very quickly if you had to build/rush buy cathedrals. The cost to build cathedrals even in a smaller empire of, say 100, cities is 120*100=12,000 shields. The recurring cost of said cathedrals is 3*100=300 gold per turn.


--Colloseums (like I said above, available early and INCREASE effect later, not decrease like Cathedrals do)

You can overcome a few unhappy citizens in the late-teens growth stage of a deity city by using entertainers, though I often use the colloseum crutch at that point. However, colloseums are too expensive to buy and maintain for small cities... quite unnecessary, too.

BTW, Communism decreases the effect of Cathedrals by one, but Theology increases it by one. The net result is a zero sum gain.
 
1. barracks
2. barracks
3. barracks
4. barracks
5. .....maybe temples
 
Cathedrals and Colloseums are BOTH good, IMHO, for a big city--'cause some people go to church on Sunday, and some stay home and watch football!

I don't see how colloseums are a "crutch"--they beat putting people off production to sing and dance, IMHO.... But as for colloseums increasing with theology, I checked and you're right!
 
You build 'em in the LATE teens, though? You must set one pretty high luxury rate (most I do is 20, with max possible science--though now I'm finding out how paying more attention to trade can help science as well...).
 

I don't see how colloseums are a "crutch"--they beat putting people off production to sing and dance, IMHO.... But as for colloseums increasing with theology, I checked and you're right!

Colloseums are a crutch because they are not essential for most cities in a democracy to reach maximum size. Other methods will get the city past a "dead zone" of growth that usually dissappears once the city reaches full growth.

Some ways to ovecome this are entertainers, and especially high luxury rates. Also, careful management of units is necessary... colloseums often provide that margin of difference.


But as for colloseums increasing with theology, I checked and you're right!

Colloseums increase effectiveness with Electronics (by one), not theology... Theology will increase the effectiveness of Cathedrals by one. Discovery of Communism cuts the effectiveness of cathedrals by one.
 

posted June 29, 2001 08:42 PM
You build 'em in the LATE teens, though? You must set one pretty high luxury rate (most I do is 20, with max possible science--though now I'm finding out how paying more attention to trade can help science as well...).

I build them passing about 14 or so (at deity), unless there is an issue that arises sooner, like the stupid AI insisting to add new citizens to tradeless tiles like mines and forests. Also, before superhighways (or new trade routes), there might be a lesser path of resistance to rush a colosseum and just stick a fork in the problem at size 8 or 9. But colosseums are expensive, and provide no real economic benefit by their existence... so I don't like them until they are required... UNLESS the gov't is fundy. In fundy, every city gets a colosseum rush built when it is young (no maint. cost, yet gives 4 gold every turn).


I set 40% to grow for an early spwawling democracy. 30% is pretty much the setting for the last half of the game. I will not tolerate cities that refuse to grow, or stop growing in WLTP days... all must max out without delay, and pump out the max gold, science, and shields possible at any given time.

Since science can be set to 0% and still give one advance each and every turn, taxes get the other 70% most of the time. I simply lock luxuries to 30%, and sometimes jocky the tax/sci rates, if I really want 2 or 3 advances in a single turn. After stealth, taxes typically get 30%, sci 40%, and I settle for 3 advances each turn (deity, large map). Lux still gets 30%.
 
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