S.ilver
Emperor
Alright, so now it's time to delve into city tile management.
I was going to do a post with pictures and stuff, but the signs in Civ aren't really pretty to screenshot, and I didn't really want to photoshop everything again, so just going to be ugly walls of summary text.
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Ok, so starting with Rostov, as that is most important. I've signed ONE extra farm, and it's basically the only tile I can't put a workshop on, so we're good to go here. Post Biology we'll have 36 food here, good for a population of 18. However, we don't want to work the 3 water tiles, and we obviously can't work the mountain, so only really need 18 people. That wins us two engineer specs.
The workshops are first priority to lay down, as they will act as food stalling mechanisms. They're pretty lousy at 1 hammer, but they can quickly be converted to 2 hammers (only slightly worse than a grasshill mine) by switching to Caste System, and Guilds is not far away either.
The blank plains tile should be improved last, as there are forests around and a chance of getting spread there. If we end up with a forest on that tile, a lumbermill obviously beats a workshop handily (and we'll need a supermarket to stagnate).
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Next, we'll look at the much maligned Nova, relentlessly whipped for way too long. We already have 35 food here, putting down a farm gets us to 36 (18 citizens, which is enough to work all tiles), and post bio + supermarket wins us a spec.
The one farm is also put in a place where it can easily provide irrigation to Yakutsk and Vladivostock, so it's position is important. Everything else can be cottages, other than the hills, which can be mined (can also cottage the grass hill, but that seems questionable).
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Yakutsk (Sally Dot) is filler to the other towns, so will only get 12 tiles of it's own to work, basically its tiles that don't overlap other towns.
It needs two farms to continue the irrigation to Vlad, and everything else can be dedicated to production in this small town, since it has 3 mineable tiles, and 4 forests for later lumbermills. In no rush to contribute, so we can wait for those lumbermills.
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St. Petes is tricky in that it's caught in a never ending culture battle (until we end Rammy), such that it needs to be able to hold its own and build what it needs in a timely fashion. The food count here is also pretty awful.
So we basically need to use a mix of farms and watermills to complement the mines already here. The town has too big of a food deficit to use as a cottage city (we need too many farms, and the hills are eating up food), so it's basically defacto production.
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Vlad is getting it's water supply from Yak to run farms. These farms won't be suitable to run until we hit Biology (they are all plains). There are two trains of thought here really. We can use this town as a low population GP farm (hills and plains useless for running many GPs), or we can leverage the hills into some production. This will probably be our only other naval town other than Rostov that is any good, so I'd favour the second option.
Note that there is no possible way to get water to that rice without ripping out 3 improvements in Rostov (not what we want to do).
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Yaroslavl has enough hills to eek out decent production, while having enough flats and enough food to run cottages. So we'll do both, and make this town a hybrid town. It needs only a few more farms (will take back the grass farm from Yak when it has grown a bit) and all the rest is cottages and mines.
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Forest Green has 33 base food before ANY improvements. Staggering. We only need 38 food here (sans specs) due to one of the grass hills belonging to Moscow. Improve the cows and we're at 34 food. Two farms on the floods brings us to 36 food, and post bio we're at 38 food (can ignore the hill plains hill until then if we want).
So everything else gets cottaged on account of this city being in the back and nice and safe.
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And that's about it for now. I don't want to deal with stuff like Black Dot yet, as it's contingent on forest spreads and honestly has no real food.
Cyan is filler as all tiles are plains, honestly though with a fish tile, we can run 6 plains cottages for kicks. Water is available from Moscow if it's needed.
White dot is filler. All plains and tundra. Make this a size 4 city working the Sheep, the copper, and two plains hill mines and I'll be happy. We have options to pull water from Black Dot and possibly Cyan Dot, but it makes little sense to do so until post bio, as we'll be gaining something like 1 hammer per citizen, which is pretty bad.
Purple Love Dot is actually viable right now. 9 food in the two deer and the city square so can run a few specs. Not really that exciting except for the extra health from the deer.
Save attached has mass sign spam. You can delete the signs as the improvements are finished.
I was going to do a post with pictures and stuff, but the signs in Civ aren't really pretty to screenshot, and I didn't really want to photoshop everything again, so just going to be ugly walls of summary text.
---
Ok, so starting with Rostov, as that is most important. I've signed ONE extra farm, and it's basically the only tile I can't put a workshop on, so we're good to go here. Post Biology we'll have 36 food here, good for a population of 18. However, we don't want to work the 3 water tiles, and we obviously can't work the mountain, so only really need 18 people. That wins us two engineer specs.
The workshops are first priority to lay down, as they will act as food stalling mechanisms. They're pretty lousy at 1 hammer, but they can quickly be converted to 2 hammers (only slightly worse than a grasshill mine) by switching to Caste System, and Guilds is not far away either.
The blank plains tile should be improved last, as there are forests around and a chance of getting spread there. If we end up with a forest on that tile, a lumbermill obviously beats a workshop handily (and we'll need a supermarket to stagnate).
---
Next, we'll look at the much maligned Nova, relentlessly whipped for way too long. We already have 35 food here, putting down a farm gets us to 36 (18 citizens, which is enough to work all tiles), and post bio + supermarket wins us a spec.
The one farm is also put in a place where it can easily provide irrigation to Yakutsk and Vladivostock, so it's position is important. Everything else can be cottages, other than the hills, which can be mined (can also cottage the grass hill, but that seems questionable).
---
Yakutsk (Sally Dot) is filler to the other towns, so will only get 12 tiles of it's own to work, basically its tiles that don't overlap other towns.
It needs two farms to continue the irrigation to Vlad, and everything else can be dedicated to production in this small town, since it has 3 mineable tiles, and 4 forests for later lumbermills. In no rush to contribute, so we can wait for those lumbermills.
---
St. Petes is tricky in that it's caught in a never ending culture battle (until we end Rammy), such that it needs to be able to hold its own and build what it needs in a timely fashion. The food count here is also pretty awful.
So we basically need to use a mix of farms and watermills to complement the mines already here. The town has too big of a food deficit to use as a cottage city (we need too many farms, and the hills are eating up food), so it's basically defacto production.
---
Vlad is getting it's water supply from Yak to run farms. These farms won't be suitable to run until we hit Biology (they are all plains). There are two trains of thought here really. We can use this town as a low population GP farm (hills and plains useless for running many GPs), or we can leverage the hills into some production. This will probably be our only other naval town other than Rostov that is any good, so I'd favour the second option.
Note that there is no possible way to get water to that rice without ripping out 3 improvements in Rostov (not what we want to do).
---
Yaroslavl has enough hills to eek out decent production, while having enough flats and enough food to run cottages. So we'll do both, and make this town a hybrid town. It needs only a few more farms (will take back the grass farm from Yak when it has grown a bit) and all the rest is cottages and mines.
---
Forest Green has 33 base food before ANY improvements. Staggering. We only need 38 food here (sans specs) due to one of the grass hills belonging to Moscow. Improve the cows and we're at 34 food. Two farms on the floods brings us to 36 food, and post bio we're at 38 food (can ignore the hill plains hill until then if we want).
So everything else gets cottaged on account of this city being in the back and nice and safe.
---
And that's about it for now. I don't want to deal with stuff like Black Dot yet, as it's contingent on forest spreads and honestly has no real food.
Cyan is filler as all tiles are plains, honestly though with a fish tile, we can run 6 plains cottages for kicks. Water is available from Moscow if it's needed.
White dot is filler. All plains and tundra. Make this a size 4 city working the Sheep, the copper, and two plains hill mines and I'll be happy. We have options to pull water from Black Dot and possibly Cyan Dot, but it makes little sense to do so until post bio, as we'll be gaining something like 1 hammer per citizen, which is pretty bad.
Purple Love Dot is actually viable right now. 9 food in the two deer and the city square so can run a few specs. Not really that exciting except for the extra health from the deer.
Save attached has mass sign spam. You can delete the signs as the improvements are finished.