In civ3, it's a good idea to seperate your cities into several classes: food rich ones, granary, settler, worker; shield rich ones, barracks, units, or artilleries; fully corrupt ones, specialist farmer ...
Now in civ4, I am thinking that there is some similar principle.
1. Food rich: fish, clam, cow ... Run as many specialists as possible for great people farming, build national epic (+100% GPP), sacrifice production and commerce for food (farmer instead of workshop, mills, cottage, ...). Especially useful if leader if philosophical. More than 1 such city seems wasteful, because national epic can only be built once.
2. Emphasize production. That's the old way of civ3: maximize the sum of food and production for every tile. So build mines if there is a resource on the hill, windmill otherwise for food self sustainability, lumbermill in every forest tile, watermill if near river, workshop if you really have too many foods to spare ... This applies to most core cities. But what if leader is financial?
3. Emphasize commerce. If leader is financial, it's a must to get as many tiles having >= 2 base gold as possible. The only ways to achive this for a resourceless land tile are cottage and some mills if near river. Workshop is a no-no. Is it worthwhile to chop forest and build cottage? I'm wondering. With universal suffrage civic, a town can produce a hammer, so the loss of this is just 1 hammer (before railroad), the gain is 4 gold. However, rushing a hammer costs 5 gold ...
Any comment?
Now in civ4, I am thinking that there is some similar principle.
1. Food rich: fish, clam, cow ... Run as many specialists as possible for great people farming, build national epic (+100% GPP), sacrifice production and commerce for food (farmer instead of workshop, mills, cottage, ...). Especially useful if leader if philosophical. More than 1 such city seems wasteful, because national epic can only be built once.
2. Emphasize production. That's the old way of civ3: maximize the sum of food and production for every tile. So build mines if there is a resource on the hill, windmill otherwise for food self sustainability, lumbermill in every forest tile, watermill if near river, workshop if you really have too many foods to spare ... This applies to most core cities. But what if leader is financial?
3. Emphasize commerce. If leader is financial, it's a must to get as many tiles having >= 2 base gold as possible. The only ways to achive this for a resourceless land tile are cottage and some mills if near river. Workshop is a no-no. Is it worthwhile to chop forest and build cottage? I'm wondering. With universal suffrage civic, a town can produce a hammer, so the loss of this is just 1 hammer (before railroad), the gain is 4 gold. However, rushing a hammer costs 5 gold ...
Any comment?