This guide instructs you on how to make free hammers with your citizens, during the inbetween turn growth phase. If you grow your city quickly, this can be a very valuable source of hammers that can get you 20+ hammers/city throughout a game, some of which come during those valuable first turns. Observe the series of screenshots.
Game setting: Quick/small/6 person ffa/pangaea
http://i.imgur.com/WaT76.jpg
Here is turn 4, no micromanagement.
http://i.imgur.com/sVMbh.jpg
The natural continuation. Notice the gold increased by 8, not 7. Now, lets go back to turn 4, and treat these last two screenshots as reference.
http://i.imgur.com/Z0q0F.jpg
Notice the selection of production focus (though in this case gold focus is actually better). The locked tile is necessary to make sure the city uses the sugar instead of a sheep.
http://i.imgur.com/HmdG2.jpg
And here's the stunning result: a gain of 7 production, instead of 5!
http://i.imgur.com/auJgy.jpg
This screenshot is for the sake of comparison of the game state on turn 5, between a micro-managed city and default focus'ed city. Notice the gain of 2 hammers. Generally, 1-4 hammers can be gained each time any city increases population by using this trick. If we had selected gold focus, we would be in even better shape, gaining an additional gold by using the silver mine. We could then manually adjust to the desired tiles.
Let me go on to say that every city should therefore always be in production (or in special cases gold/research) focus, and every tile should be locked.
So what else can be learned? Let me continue on to:
Turn Ordering
The way the inbetween turn phase works, is that your cities are processed starting with your capital and moving through the list of your cities, in order of acquisition.
1. Happiness increase for golden age is tallied.
2. Each city FIRST grows, THEN produces. Thus, first it gains food, then it gains production and gold, and then science. I am not sure about production before or after gold (someone can test this by building a market or national treasury). I am also not sure about happiness (someone can test this by having 2 cities 1 turn away from growing, while at 0 happiness, and see how much food each makes).
3. The cities' production of culture and research is tallied and added to the empire. This means that production of national college can unexpectedly increase beakers.
4. A fun trick is to grow and produce Hanging Gardens at the same time with your capital, since growth happens before production. Your capitals population will increase by 2. However, if another city was going to grow, it won't, because your capitals production happens before your 2nd cities growth.
Cares and considerations:
Barbarian and enemy movement happens before growth. This means if you are depending on a nice 5 food sea tile, and are at 0/60 food or so with locked tiles and a barb comes and blocks your nice fish tile, your city will actually starve a population. This can also happen on land-based tiles, so always watch out for enemy units blocking your tiles and potential implications for starvation. This can happen suddenly, so try to keep any active barbarian encampments far from your civilization.
Edit: Made pictures links to increase clarity of post.
Game setting: Quick/small/6 person ffa/pangaea
http://i.imgur.com/WaT76.jpg
Here is turn 4, no micromanagement.
http://i.imgur.com/sVMbh.jpg
The natural continuation. Notice the gold increased by 8, not 7. Now, lets go back to turn 4, and treat these last two screenshots as reference.
http://i.imgur.com/Z0q0F.jpg
Notice the selection of production focus (though in this case gold focus is actually better). The locked tile is necessary to make sure the city uses the sugar instead of a sheep.
http://i.imgur.com/HmdG2.jpg
And here's the stunning result: a gain of 7 production, instead of 5!
http://i.imgur.com/auJgy.jpg
This screenshot is for the sake of comparison of the game state on turn 5, between a micro-managed city and default focus'ed city. Notice the gain of 2 hammers. Generally, 1-4 hammers can be gained each time any city increases population by using this trick. If we had selected gold focus, we would be in even better shape, gaining an additional gold by using the silver mine. We could then manually adjust to the desired tiles.
Let me go on to say that every city should therefore always be in production (or in special cases gold/research) focus, and every tile should be locked.
So what else can be learned? Let me continue on to:
Turn Ordering
The way the inbetween turn phase works, is that your cities are processed starting with your capital and moving through the list of your cities, in order of acquisition.
1. Happiness increase for golden age is tallied.
2. Each city FIRST grows, THEN produces. Thus, first it gains food, then it gains production and gold, and then science. I am not sure about production before or after gold (someone can test this by building a market or national treasury). I am also not sure about happiness (someone can test this by having 2 cities 1 turn away from growing, while at 0 happiness, and see how much food each makes).
3. The cities' production of culture and research is tallied and added to the empire. This means that production of national college can unexpectedly increase beakers.
4. A fun trick is to grow and produce Hanging Gardens at the same time with your capital, since growth happens before production. Your capitals population will increase by 2. However, if another city was going to grow, it won't, because your capitals production happens before your 2nd cities growth.
Cares and considerations:
Barbarian and enemy movement happens before growth. This means if you are depending on a nice 5 food sea tile, and are at 0/60 food or so with locked tiles and a barb comes and blocks your nice fish tile, your city will actually starve a population. This can also happen on land-based tiles, so always watch out for enemy units blocking your tiles and potential implications for starvation. This can happen suddenly, so try to keep any active barbarian encampments far from your civilization.
Edit: Made pictures links to increase clarity of post.