Thought I might take a crack at a strategy guide for once, and would love others take on this topic, as I'm sure there are lots of tips and tricks. This is a guide about settling new cities.
Part 1: Why build a city?
When planning to build a city, the first key question to ask is...should I build a new city? Even for a player going a wide strategy, its important to understand what a new city will gain you....and what it won't.
What you Lose: Science, Culture, Tourism, Happiness:Past your first 4 cities (sometimes even past your first 3), the penalty to Science and Culture per new city (12%) basically ensures that your newer cities will NOT be positive science or culture generators.
First of all, the second you build that new city, the penalty begins. You have to build up a lot of science and culture infrastructure to match your older cities. All of that time spent building means you are losing science and culture. And realistically you are never going to match your capital, unless its been ignored.
But even if you managed to do it, you still lose out on the bonuses from Great Scientists, Great Writers, trade routes, bonuses from pop growth, etc. These static values are more useful to a TALL civ than a WIDE one, even if a WIDE one can generate them a little more frequently.
For happiness, especially early in the game, you are going to lose 2-3 happiness from that new city in the majority of cases. So unless your happiness is +12 or better, you are losing more percentages to all yields in your empire, and it weakens your Golden Ages.
For tourism, early on you can get tourism through the extra arenas you could build, but the "smaller civ" multiplier to tourism ultimately gets you more in the long run, so you don't get more cities for tourism.
What you Gain: Hammers, Faith, and "Maybe" gold: Religion is a big civs game, and you can get a lot more faith with more cities, which also strengths their internal religious pressure.
Gold is a maybe. On the one hand, you can in theory get more gold from new cities, especially if they give you luxury resources you can trade, and you go progress which gets you a lot more gold. However, if you spend a lot of money on new building maintenance, or investing in new buildings to help those cities grow, new cities will often be money neutral, or even negative! So normally you gain gold, but you have to consider how much of that gold simply goes into city investment vs other uses.
However, the thing you really get....and ultimately the real reason to go Wide.....is hammers, hammers, hammers. There is no TALL substitute for hammers, more cities will always net you more hammers than a small one, and that is ultimately the key yield to utilize with a big empire.
So....here's why you build a new city: Now knowing what we know, here are some of the key reasons to build a new city:
a) Strategic Resources. Iron and Horses for most of the game is often one of the key factors in a new city. These are key to your military, and they provide more of those hammers (a key reason for new cities!)
b) Multiple Luxury Resources / Monopoly. One luxury by itself is not enough, even if you don't have that luxury. The happiness you gain is a wash with the new unhappiness you occur, and now you have more penalties to other yields.
If you get multiple luxuries, than that's a solid happiness contributor, or can be flipped for a good amount of GPT.
Monopolies are also a good thing to look for with new cities, but keep in mind what you are getting. A bonus to science or culture is often wasted due to the new penalty, a bonus to happiness may not be worth the new unhappiness plus the extra penalties. If your thinking about a corporation, its often better to plan a late game settle or conquest to get it, then to get stuck with an unproductive city most of the game just to snag a monopoly.
c) Key Territory: This is rare, but there are times when controlling a narrow strip or land or a thin waterway gives you a major military advantage, and forces others to either go a very far away around or deal with your city directly. This is a rare consideration...the city also needs to have good productivity, as decreasing the value of your entire empire is not usually worth it, even if it is a good chokepoint
d) Military Unit / Diplomatic Unit Production Center: Barring the other reasons, this is the normal reason to set up a new city. Hammers are your advantage with more cities, and this what you use them for. Build up a strong army for conquest or for defense....or get diplomatic buildings and then build diplomatic units to secure CS allies. While TALL civs often gain as much from a CS as you do....they simply cannot keep up with the hammers need to crank out those units like you can if you set up a few cities to focus on it.
Domination and Diplomatic Victories are generally easier for WIDE civs, so factor that in when you get a new city.
Part 2: Selecting a Site (Coming Soon!)
Part 1: Why build a city?
When planning to build a city, the first key question to ask is...should I build a new city? Even for a player going a wide strategy, its important to understand what a new city will gain you....and what it won't.
What you Lose: Science, Culture, Tourism, Happiness:Past your first 4 cities (sometimes even past your first 3), the penalty to Science and Culture per new city (12%) basically ensures that your newer cities will NOT be positive science or culture generators.
First of all, the second you build that new city, the penalty begins. You have to build up a lot of science and culture infrastructure to match your older cities. All of that time spent building means you are losing science and culture. And realistically you are never going to match your capital, unless its been ignored.
But even if you managed to do it, you still lose out on the bonuses from Great Scientists, Great Writers, trade routes, bonuses from pop growth, etc. These static values are more useful to a TALL civ than a WIDE one, even if a WIDE one can generate them a little more frequently.
For happiness, especially early in the game, you are going to lose 2-3 happiness from that new city in the majority of cases. So unless your happiness is +12 or better, you are losing more percentages to all yields in your empire, and it weakens your Golden Ages.
For tourism, early on you can get tourism through the extra arenas you could build, but the "smaller civ" multiplier to tourism ultimately gets you more in the long run, so you don't get more cities for tourism.
What you Gain: Hammers, Faith, and "Maybe" gold: Religion is a big civs game, and you can get a lot more faith with more cities, which also strengths their internal religious pressure.
Gold is a maybe. On the one hand, you can in theory get more gold from new cities, especially if they give you luxury resources you can trade, and you go progress which gets you a lot more gold. However, if you spend a lot of money on new building maintenance, or investing in new buildings to help those cities grow, new cities will often be money neutral, or even negative! So normally you gain gold, but you have to consider how much of that gold simply goes into city investment vs other uses.
However, the thing you really get....and ultimately the real reason to go Wide.....is hammers, hammers, hammers. There is no TALL substitute for hammers, more cities will always net you more hammers than a small one, and that is ultimately the key yield to utilize with a big empire.
So....here's why you build a new city: Now knowing what we know, here are some of the key reasons to build a new city:
a) Strategic Resources. Iron and Horses for most of the game is often one of the key factors in a new city. These are key to your military, and they provide more of those hammers (a key reason for new cities!)
b) Multiple Luxury Resources / Monopoly. One luxury by itself is not enough, even if you don't have that luxury. The happiness you gain is a wash with the new unhappiness you occur, and now you have more penalties to other yields.
If you get multiple luxuries, than that's a solid happiness contributor, or can be flipped for a good amount of GPT.
Monopolies are also a good thing to look for with new cities, but keep in mind what you are getting. A bonus to science or culture is often wasted due to the new penalty, a bonus to happiness may not be worth the new unhappiness plus the extra penalties. If your thinking about a corporation, its often better to plan a late game settle or conquest to get it, then to get stuck with an unproductive city most of the game just to snag a monopoly.
c) Key Territory: This is rare, but there are times when controlling a narrow strip or land or a thin waterway gives you a major military advantage, and forces others to either go a very far away around or deal with your city directly. This is a rare consideration...the city also needs to have good productivity, as decreasing the value of your entire empire is not usually worth it, even if it is a good chokepoint
d) Military Unit / Diplomatic Unit Production Center: Barring the other reasons, this is the normal reason to set up a new city. Hammers are your advantage with more cities, and this what you use them for. Build up a strong army for conquest or for defense....or get diplomatic buildings and then build diplomatic units to secure CS allies. While TALL civs often gain as much from a CS as you do....they simply cannot keep up with the hammers need to crank out those units like you can if you set up a few cities to focus on it.
Domination and Diplomatic Victories are generally easier for WIDE civs, so factor that in when you get a new city.
Part 2: Selecting a Site (Coming Soon!)