An absolute must

ststeven11

Chieftain
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Mar 14, 2003
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Richmond, VA
I was reading another post and it got me wondering: What improvement(s) (if any) would you consider a must have in every city, and for what reason(s)? The question is geared more towards those low-production/trade, high-corruption cities that I always seem to get stuck with in the late game. You know, the cities that produce one stinkin' shield a turn? This is my short list so far, in no particular order:

barracks: I'm all about SHIFT+U. I know it can be expensive in a large, sprawling empire, but reason be derned--I'm lazy.

temple: Culture + happiness = less likely to culture flip. Usually the first thing I build in newly - ahem - "acquired" cities. :D

library: I can't tell you why. Building these things is like a knee-jerk reaction of mine, I guess. Cheap culture? Sure, why not? I really should re-think this one.

harbor: (for coastal cities) They're just so dang useful! More seafood, quickly repairs naval units and connects cities.

That's all I can think of, off the top of my head.

This is my first post, however I am a long time Civ-er and a big fan of this site!
 
For those high corruption cities, you want to build as little improvements as you can get away with. These cities don't earn money, but the upkeep of the improvements does cost. So, ideally, you want to have only one culture improvement (for domination/to prevent flips) and if it's a bigger city, maybe a market (not for the money, but for the happiness). If you have a market and enough luxuries, you can grow those cities to size 12 and have half the population on taxman/scientist duty after railroads.
 
Actually I really like libraries. If you're scientific, dead cheap culture is nice. As well, they do contribute to research. Now, if you've got really high science allotment, say, 80-90%, a Marketplace will do more for you than the library will, but Marketplaces do not provide culture.

And if you're going the heavy science route, say, with a space race victory in mind, build those early libraries. In 1000 years, they'll be worth twice the culture. That does come in handy.
 
In my core cites I will build almost all improvements, in more corrupt cities temples barracks and markets are all I usually build. (Sometimes harbors and/or airports depending on where they are)
 
Far-flung cities tend to break down into two groups: military outposts and culture attack points. For the military outposts, I make sure they have a barracks, a harbor, an airport, and defensive structures as needed (usually City Walls if the city is not on a river and I don't plan to build an Aqueduct).

Culture attack points get any structure that can kick out those musical notes. Temple, library, cathedral, and a colosseum are all musts.

For both city types, and for those who fall into neither type, I still think a temple, a market, and a harbor (unless it's already connected to one) are the "must-have" improvements. Possibly a courthouse or police station, but then you run the risk of eating up whatever corruption you eliminate with maintenence.

Uncle Dynamite
 
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