Shafi-is-back
Prince
From what i have seen thus far, and after having poured through the manual i don’t see any reason to think, we wouldn’t want to be specializing cities in Civ V too, so what type of cities would be looking at,
1) Gold cities
2) Culture cities
3) Science cities / GP farms
4) Production cities
5) Military production cities
Well here are my thoughts primarily on the buildings to put into each type of city the terrain type we would want and of course which wonders to add in.
(1)Gold Cities
Terrain – lots of riverside tiles, or terrain with lots of luxury resources, especially Gold & Silver to be exploited with the mint. Coastal cities too would be good for Gold cities.
Improvements – We will be looking to put down as many trading posts as possible, whilst making sure we generate enough surplus food to keep growing.
Buildings –
Bank - + 25% Gold
Market - +25% Gold
Mint (If Silver and / or gold is present) - +3 gold for worked silver or gold tile.
Stock exchange - +33% Gold
(2)Culture Cities
Due to the importance culture now has in the game, and the change in the mechanics, we would probably want to have at least a couple of these babies to help us along the Social Policy Trees.
Terrain & improvements – I would assume lots of farmland, and lay down plenty of farms and run Artist specialists. Locations with farmable land and access to incense or wine would make for killer culture cities.
Buildings –
Monument - +2 culture
Monastery -+2 culture from nearby sources of incense and wine
Museum -+5 culture
Opera House -+5 culture
Temple -+3 culture
Broadcast tower -Doubles culture output
(3)Science Cities / GP farms
Since beakers are produced by the population (one beaker per citizen) and specialists. Science cities would need to be near abundant food resources and look to grow as large as they can. So you’d want to lay down a bunch of farms. Another important fact to note is that the obsevatory is available if your city is built next to a mountain, so thats another thing to keep in mind when selecting the location for that mega science city.
Buildings –
Granary -+2 food
Hospital -+50% less food for growth
Library -+1 science for every 2 citizens
Medical Lab -25% less food for growth
Obsevatory -+50% science (City needs to be built next to a mountain)
Public school -+50% science
Research lab -+100% science
University -+50% science & +2 science from worked jungle
Given that your science cities are now going to be basically food heavy cities that grow large as they can, these same cities can be your GP farms. So, in essence your science cities will also double as your GP farms.
(4)Production cities
As in the past, terrain which can be mined, with access to food resource(s) and / or river tiles for feeding the population will be ideal. You can benefit from the solar plant if your production city is near a dessert. Also avoid building production cities on hills whenever possible to get the benefit of a windmill.
Buildings –
Factory -+50% production
Hydro plant -+1 production for river tiles (consumes 1 Aluminium)
Nuclear plant -+25% production (consumes 1 uranium)
Solar plant -+25% production (city needs to be on or near a dessert)
Windmill -+15% production (city cannot be on a hill)
Workshop -+20% construction speed of buildings
(5)Military Production cities
These are basically production cities heavily specialized for military unit production. With the significant reduction in the number of military units, I would assume you would only need about 2 such cities, however I guess we will need to judge after having played the game.
Everything under production cities above applies, in addition to which the following buildings would help further specialize the Military production city.
Buildings –
Barracks -+15 XP for land units
Armory -+15 XP for land units
Military Academy -+15 XP for land units
Forge -+15% production of land units (requires iron “nearby”
Arsenal -+20% production of land units
Stable -+25% production of mounted units (requires a source of horse “nearby”
Generic Buildings for all cities
In addition to the above, I would assume that the following buildings which are focused on growth as well as happiness would usually be present in most if not all cities.
Colosseum -+4 happy
Stadium -+4 happy
Theatre -+4 happy
Circus -+3 happy (needs horse or ivory nearby)
Granary -+2 food
Hospital -50% less food for growth
Medical lab -25% less food for growth
Watermill -+2 food (city must bordering a river)
Also the following buildings would be needed in all cities if you plan on building the respective National wonders.
Museum - Hermitage
Barracks - Heroic Epic
Workshop -Iron works
Library -National College
Monumen -National Epic
University -Oxford University
Do let me know what you think ...
1) Gold cities
2) Culture cities
3) Science cities / GP farms
4) Production cities
5) Military production cities
Well here are my thoughts primarily on the buildings to put into each type of city the terrain type we would want and of course which wonders to add in.
(1)Gold Cities
Terrain – lots of riverside tiles, or terrain with lots of luxury resources, especially Gold & Silver to be exploited with the mint. Coastal cities too would be good for Gold cities.
Improvements – We will be looking to put down as many trading posts as possible, whilst making sure we generate enough surplus food to keep growing.
Buildings –
Bank - + 25% Gold
Market - +25% Gold
Mint (If Silver and / or gold is present) - +3 gold for worked silver or gold tile.
Stock exchange - +33% Gold
(2)Culture Cities
Due to the importance culture now has in the game, and the change in the mechanics, we would probably want to have at least a couple of these babies to help us along the Social Policy Trees.
Terrain & improvements – I would assume lots of farmland, and lay down plenty of farms and run Artist specialists. Locations with farmable land and access to incense or wine would make for killer culture cities.
Buildings –
Monument - +2 culture
Monastery -+2 culture from nearby sources of incense and wine
Museum -+5 culture
Opera House -+5 culture
Temple -+3 culture
Broadcast tower -Doubles culture output
(3)Science Cities / GP farms
Since beakers are produced by the population (one beaker per citizen) and specialists. Science cities would need to be near abundant food resources and look to grow as large as they can. So you’d want to lay down a bunch of farms. Another important fact to note is that the obsevatory is available if your city is built next to a mountain, so thats another thing to keep in mind when selecting the location for that mega science city.
Buildings –
Granary -+2 food
Hospital -+50% less food for growth
Library -+1 science for every 2 citizens
Medical Lab -25% less food for growth
Obsevatory -+50% science (City needs to be built next to a mountain)
Public school -+50% science
Research lab -+100% science
University -+50% science & +2 science from worked jungle
Given that your science cities are now going to be basically food heavy cities that grow large as they can, these same cities can be your GP farms. So, in essence your science cities will also double as your GP farms.
(4)Production cities
As in the past, terrain which can be mined, with access to food resource(s) and / or river tiles for feeding the population will be ideal. You can benefit from the solar plant if your production city is near a dessert. Also avoid building production cities on hills whenever possible to get the benefit of a windmill.
Buildings –
Factory -+50% production
Hydro plant -+1 production for river tiles (consumes 1 Aluminium)
Nuclear plant -+25% production (consumes 1 uranium)
Solar plant -+25% production (city needs to be on or near a dessert)
Windmill -+15% production (city cannot be on a hill)
Workshop -+20% construction speed of buildings
(5)Military Production cities
These are basically production cities heavily specialized for military unit production. With the significant reduction in the number of military units, I would assume you would only need about 2 such cities, however I guess we will need to judge after having played the game.
Everything under production cities above applies, in addition to which the following buildings would help further specialize the Military production city.
Buildings –
Barracks -+15 XP for land units
Armory -+15 XP for land units
Military Academy -+15 XP for land units
Forge -+15% production of land units (requires iron “nearby”
Arsenal -+20% production of land units
Stable -+25% production of mounted units (requires a source of horse “nearby”
Generic Buildings for all cities
In addition to the above, I would assume that the following buildings which are focused on growth as well as happiness would usually be present in most if not all cities.
Colosseum -+4 happy
Stadium -+4 happy
Theatre -+4 happy
Circus -+3 happy (needs horse or ivory nearby)
Granary -+2 food
Hospital -50% less food for growth
Medical lab -25% less food for growth
Watermill -+2 food (city must bordering a river)
Also the following buildings would be needed in all cities if you plan on building the respective National wonders.
Museum - Hermitage
Barracks - Heroic Epic
Workshop -Iron works
Library -National College
Monumen -National Epic
University -Oxford University
Do let me know what you think ...