Best/worst buildings/improvements

Onacadarfi XXVI

Douche-Duke
Joined
Feb 5, 2011
Messages
157
Location
Sweden!
Post your best/worst buildings/improvements here!

My best

Terrace Farm Inca powah!!! With the terrace farm your cities will grow much faster than your enemies!!

Public School Is there really a need for an explanation..?

Krepost Expand and destroy with this building.

My worst

Floating gardens Good, but no lakes, you're screwed.

Armory Lame, unnecessary bulding.

Barb camps GOTTA KILL 'EM ALL!!
 
improvements
Best: desert hill with Gem next to river
Worst: Desert Farm next to no River, Lake or Oasis.

buildings
Best: Floating Garden
Worst: Spaceship Factory
 
This list is just like the other Unit one -- there's no real explanation for them, and, to be honest, the list isn't true at all.
 
so.... a desert farm next to no freshwater is an okay improvement?
 
worst tile improvement recommendation is putting a great person improvement on a none flood plain desert. i dont get why they recommend that. stupid IMO.

worst building: tie between hospital and med lab
best building: watermill/floating gardens
 
My worst

Armory Lame, unnecessary bulding.

Gotta heavily disagree with you there, buddy. That second 15% xp boost gives every unit a second promotion the minute they're born.

Samurai + barracks + armory = Instant city attack bonus. A great building for any military focused Civ.
 
Gotta heavily disagree with you there, buddy. That second 15% xp boost gives every unit a second promotion the minute they're born.

Samurai + barracks + armory = Instant city attack bonus. A great building for any military focused Civ.
This.
 
worst tile improvement recommendation is putting a great person improvement on a none flood plain desert. i dont get why they recommend that. stupid IMO.

worst building: tie between hospital and med lab
best building: watermill/floating gardens

Not agree, it depend on what is your actual spot and what is the size of your city. Sometime, the only way the desert can be useful is by popping up something with GP.

But, I agree with the floating gardens, which is a main reason why i pick Moctezuma
 
Gotta heavily disagree with you there, buddy. That second 15% xp boost gives every unit a second promotion the minute they're born.

I think you're right here, but I would say that the Barracks and Armory are still pretty weak buildings. Sure, they'll give you that boost, but are only going to be at all useful in unit producing cities, and only when you are actually producing a unit. By the time you get the Armory, you could be to the stage of upgrading a lot of your units, rather than building them. In which case the two promotions to start off with are comparatively weak.
 
A proper list:

Best:

Wat: The University is the best vanilla building in the game. Doubling your :c5science: output and getting GPP for the low, low price of 160:c5production: is a very good thing. But free Universities via Legalism that give you +3:c5culture: per turn are considerably better.

Bazaar: A resold luxury is worth 8:c5gold: per turn at standard speed. A properly placed city has more than one. Long story short, it's better than the :c5gold: Wonders, can be placed in every city and is a lot cheaper.

Aqueduct: This and the University are the only "must build" items in any major city. Growing past size 10 is glacial without it. Granaries and Water Mills are also excellent, but don't contribute nearly as much to the growth of a city with a decent :c5food: surplus.

Worst:

Military Base: Increasing a city's defense is pretty pointless at that point, and your odds of having the bonus save a city that would otherwise fall are roughly equivalent to your odds of winning the lottery.

Stock Exchange: An investment that takes a long, long time to pay off.
 
Best
University (Wat being better)...the only 2 specialist building before the late renaissance (and it has the best specialists)

Marketplace.. free gold on a per city basis

Organized Free Religion Monuments... 1 :) +3 culture for 40 hammers (+15% bonus)+1 gpt

Worst
Medical Lab... takes too long to pay off (it would be worthwhile if the Hospital was still +25% growth... and that would make the Hospital better too)

Research Lab.. same thing, a boost to raw science when in an era when raw science it is not often used (and it got a terrible nerf... it should be back to 100% and 2 Specialists)
 
I disagree with the topicstarter on every point. Are we playing the same game?
 
A proper list:

Best:

Wat: The University is the best vanilla building in the game. Doubling your :c5science: output and getting GPP for the low, low price of 160:c5production: is a very good thing. But free Universities via Legalism that give you +3:c5culture: per turn are considerably better.

Bazaar: A resold luxury is worth 8:c5gold: per turn at standard speed. A properly placed city has more than one. Long story short, it's better than the :c5gold: Wonders, can be placed in every city and is a lot cheaper.

Aqueduct: This and the University are the only "must build" items in any major city. Growing past size 10 is glacial without it. Granaries and Water Mills are also excellent, but don't contribute nearly as much to the growth of a city with a decent :c5food: surplus.

Worst:

Military Base: Increasing a city's defense is pretty pointless at that point, and your odds of having the bonus save a city that would otherwise fall are roughly equivalent to your odds of winning the lottery.

Stock Exchange: An investment that takes a long, long time to pay off.

I really like that you put the aqueduct on the top 3 list.
When do you generally build it? It's a tough decision because at that time (when you go universities first) you have the choice between aqueducts, markets, happiness buildings, workshops and maybe granaries/watermills.

Especially happiness and gold is rare at that point and building stuff without workshops is kind of a waste of hammers.

So what's your general buildorder in a game focussed on science with like four cities (except for happiness buildings, they are highly situational)?

Thanks in advance ;)
 
I'd say the water-mill is a bad building - it's just too expensive for the bonuses it gives. (2 gold maintenance for 2 food and 1 production)

On the other hand, 2 food, 1 production, a 15% increase to your city growth AND +2 food in any lake tiles for only one gold is an absolute bargain, EVEN with no lake tiles.
 
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