Analysis of 4 Capital types (City Specialization)

futurehermit

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I feel like, on average, there are 4 types of capital locations you run into in BTS, so I thought it might be useful to discuss them and give some examples. Hopefully people will add their own contributions to this thread to turn it into a nice educational resource.

Capitals are generally your most important cities because they come first and feature the most development as compared to newly founded cities later in the game. The capital can also benefit from the powerful bureaucracy civic increasingly its potency.

I also feel like different traits and starting techs provide good or bad (or in between) "fit" with the different capital types, so I will mention that as well. Feel free to agree/disagree and chime in on your own thoughts about this.

Without further ado, here are the 4 types:

Bureaucracy Capital aka Commerce Capital:

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Description

This is the kind of capital, usually on a river, where you can build 10+ grassland/floodplain cottages--mostly riverside--and have more than one food specials to drive growth. Ideally you will also have some nice production tiles, and the food to work them, since bureaucracy also impacts production. However, the key here is working a pile of cottages to drive research and support the costs of a growing empire.

Good Fit

This capital provides a good fit for a variety of strategies. However, traits such as charismatic ( :) ), financial ( :commerce: ), and expansive ( :health: ) probably fit best. Health, happiness, and the extra commerce is what it's all about here. Monarchy is a key tech for the HR civic to drive vertical growth. CS for bureaucracy is also key. Teching Monarchy --> CS by 1AD (normal speed/monarch) is a good timeline for this capital. Getting an academy off of a GS is also key. In terms of starting techs, whatever you need to grow is important. Since you are inland (generally) that usually means agriculture is a good starting tech leading to animal husbandry. Wheel is also helpful as a prereq for pottery, especially if you have floodplains. I would say that ag-wheel might represent the best starting techs for this kind of capital, but mining is not without its merits either.

GP Farm Capital aka Food Capital:

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Description

These capitals are often on the coast. Because there are a number of coastal tiles, cottages are less of an option making bureaucracy less potent. These capitals also generally have incredible food surplus making the capital ideal for running specialists. Settled great people supports research or bulbing and tech trading is a powerful option as well, especially at higher skill levels. Earlier on, these cities make extremely powerful whip-driven-production cities (slavery).

Good Fit

Philosophical is a natural and powerful fit here, but industrious (pyramids/gl/glh/ne/parthenon) can be helpful assuming sufficient production and/or stone/marble. Expansive for the vertical growth is also not without its charm. In terms of starting techs it's all about food. Since these capitals tend to, on average, be on the coast, fishing is nice. Agriculture is also good. Ag/fishing might be a nice starting tech pair although mining is also good since it leads to BW for the whipping. CoL is important because it unlocks caste system and also frees up a philosophy lightbulb for the pacifism civic.

Production Capital aka Hammer/Low Food Capital:

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Description

These capitals are fairly unique to BTS as they did not appear in vanilla/warlords--at least not with the same frequency. They generally feature low food in the sense that you need to lay down grassland farms to support all of the production (i.e., hills) that you have. Interestingly, these capitals also tend to be nearly completely blanketed in forests, which adds to your production potential. Growing quickly and whipping is generally not an option here and cottages are pretty much out of the question. Because of the low food specialists are also not an option. That means research from your capital is generally not happening, at least not in the traditional sense of specialists and cottages. However, Obsolete and others like him have turned us on to the wonder/production economy of cranking out wonder after wonder and settling the great people under representation. This is a powerful alternative for this unusual capital location in order to keep research at acceptable levels.

Another alternative for this capital location is rushing or rexing. Although these options are also available for the bureaucracy capital to a certain extent, the production capital has the production available to chop and hard produce a lot of military quickly or workers/settlers to expand your military horizontally. Unfortunately, your capital doesn't provide you with the commerce to support this expansion so you should be prepared to develop this economic support from your conquests and/or your newly created/captured cities. Otherwise you risk overexpansion and stifling your economy.

Good Fit

If you go the wonder route industrious is obviously handy to have although philosophical is beneficial as well. Mining is the key starting tech here because you're going to need BW sooner than later to start chopping all of those forests (at the very least you will probably need to chop a few so you can mine some hills or farm riverside grassland). In terms of a tech route you're going to be looking at mysticism/masonry and the other wonder-enabling techs.

If you go the rexing or rushing route aggressive, charismatic, imperialistic, expansive, creative, organized can all be quite helpful. Mining is still important, and BW is key. AH can also be important, especially if you don't have copper and/or have a lot of animal food resources. Getting to the key economic techs like currency/col are quite essential in these situations, especially since your capital is not churning out commerce.

Coastal Capital aka "Great Lighthouse" Capital:

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Description

Finally, my old nemesis, the coastal start. I used to always hate coastal starts, but have recently changed my tune since I learned the power of the great light house (GLH). The GLH is an incredibly powerful wonder if used properly. The key is to prioritize coastal city locations and target currency and compass (harbors) to exploit a trade route economy (TRE). Open borders/peace is important for this economy so having room to expand is nice and getting astronomy reasonably early for the overseas trade routes is also nice. GLH helps overcome the difficulty many coastal starts present in terms of having to expand in certain directions only instead of in a ring around your capital. This creates higher maintenance issues as you move further and further inland. Moving your capital becomes an option--if you have a quality, inland, central location--but GLH is a nice way of helping to manage the costs by essentially paying the bills for every coastal city you build. If you can get some cities on islands or other landmasses that increases the value of your trade routes, so that is a solid idea. Without the GLH I would say these starts are reasonably challenging compared to a nice inland start.

Good Fit

Industrious is excellent here since the GLH isn't boosted by any resource (e.g., stone/marble). Organized for the cheap lighthouses is also nice, as is expansive for the cheap harbors. Fishing is obviously a nice starting tech, as is mining to access BW right away. Financial is handy as well since you should be working at least a number of coastal seafood, so the commerce boost is handy. Add in the colossus for extra fun.

Edit: Adding Gold/Gems/Silver capital as requested. Also adding heavy floodplains capital as a unique situation.

The Gold/Gems/Silver Capital AKA The ***salivate while watching screen*** Capital

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Description

If you have 1 or especially if you have 2+ gold/gems/silver tiles in your capital you have a special situation on your hands. These rare, but excellent, capitals often give experienced players the sense that they should restart because they are "too good". Well, if you're a newer player trying to get better these capitals can help bolster your confidence. The question is: How do you leverage them? These tiles give incredible amounts of commerce meaning your research will be MUCH faster than normal. That means you can often get classical/medieval era techs much faster than normal. In particular, CS unlocks bureaucracy to further improve your powerful capital and being able to tech math/col very quickly means you could potentially nab CS off of the oracle. Alternatively, oracle grabs such as feudalism or machinery are quite plausible with a 2 gold pit start. Teching quickly through important techs like currency and construction are also much, much easier with starts like this. With these 2 techs you can go on a conquering rampage and have the economy to support your conquered empire.

Good Fit

Financial obviously helps make a great thing even better here. Industrious for oracle is also helpful. Charismatic to work even more tiles. Expansive for the vertical growth. These are just some ideas. The key here is to leverage your commerce into an early technological advantage. Funding horizontal expansion is much easier in these situations, making creative/organized/imperialistic desirable as well. You can't go wrong really with this kind of start. Starting techs, basically mining is key and anything to help feed your capital, with ag being a priority assuming it is inland.

The Heavy Floodplains Capital AKA The Potentially Dangerous Capital

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Description

These rare capitals are potentially dangerous because of the health implications. Although it is true that the surplus food can, in time, overcome the health problems, the immediate unhealthiness (see the first screenshot taken immediately upon settling) can have damaging consequences. When you have no health resources hooked up, and potentially few forests, your very slow early growth can lead to much slower expansion times, which can hurt your overall empire development. If you get one of these starts instead of settling in place automatically, it can be a much, much better idea to try and move your settler to a location where you can split the floodplains between two or more cities. Hey, floodplains are a great tile, but too much of a good thing can be bad if you get it all at once. So, to avoid a floodplains overdose, I recommend spreading the love around so you can manage the unhealthiness. In these situations getting a granary and looking for rice/wheat/corn becomes a priority, as does any other health resource. Aqueducts are also more of a priority than usual.

Good Fit

Expansive ftw. Extra health immediately and cheap granaries means you can manage the good stuff here much easier than other civs. Take advantage and hit hereditary rule early enough that you can grow large and work all those sexy cottaged riverside grasslands on steroids.

Conclusion

Bad fit for the different cities is largely the opposite. If you are playing Boudica you generally want a respectable production city and a close neighbour or two so you can go bash some heads. Getting a coastal city and distant neighbours isn't exactly what you had in mind. If you are playing Pacal and hoped for a bureaucracy capital, you might be disappointed to get an obvious gpfarm-style capital since it screams for a SE (you could consider moving your capital and the surrounding terrain may still support a CE or hybrid).

I think the important message here is to try to recognize the kind of capital you have and the style of play it supports and then try to plan accordingly. Even if you are playing say Toku and get a high production/forested start, you may decide not to rush because it would cripple your already fragile economy. But what to do??? In this case, you may opt to wonderspam as much as possible to generate gp that you can settle. Even some settled GPs would help pay the bills to support your subsequent expasion efforts. Add in pyramids/representation for some extra beakers and you are all set for a medieval war featuring samurai churned out of your production monster capital (add in bureaucracy purely for the production bonus).
 
Your trade route is the same as your GP farm capital, except you don't need to need a capital on the coast to make the great lighthouse. Also, with high food, I think settler pumping->specialists->continuous HR whipping is better.
 
Yet another insightful post fh :)

Your trade route is the same as your GP farm capital, except you don't need to need a capital on the coast to make the great lighthouse. Also, with high food, I think settler pumping->specialists->continuous HR whipping is better.

Actually the two are fairly different.. You can get an idea of how the land is shaped based on the screenshots and the second is clearly a more water based map (more coastal cities) and is therefore better for the GLH approach
 
I don't think the "trade" capital exists as a different type. Its just one of the other three that happens to be on the coast - most likely its a "food" capital in which you can build the GLH.

Otherwise I found the distinctions useful and its often the design of my capital that dictates my early strategy rather than any arbitrary SE/CE preference.

One other type of capital you might consider is a Gold / Gems capital. Since these tiles are incredibly powerful early game they often dictate your strategy and can lead to very fast early research.
 
These classifications are a bit useless... And as mentioned the trade capital is not a seperate one... There are 3 main things that are specific of the capital. It is the first city where you start and as such you need to go from there to get other cities. As such if it can be a viable settler / worker farm is very relevant. It is very seldom this is not the case though but it does happen(I've gotten no hills 1 rice rest riverside grassland starts before...). The capital also get +1 happiness bonus as well as due to being the first city is also often way faster more developed early in the game. This means that whatever the capital is doing it is likely to be better or at least faster at doing it than whatever other cities you dedicate to whatever the capital do... A thrid thing is that the capital get the burrecracy bonus(although this can often be moved although at some cost). This is huge in regards to production and commerce of course.

What does this mean? A capital more often than not goes from settler farm(and workers ofc) -> whatever other role it will have in the game and as such you can't specialise it towards being a gp farm or a commerce city imeadiatly.. More often than not you'll rely on your capital to get out your first 1-4 extra cities before you can make it into the gp farm / wonderspam / gp farm you intend. As such there can often end up being farms/mines that you would want to cottage/windmill over later.. Don't be afraid to build those farms/mines.. They should be there if that is what is best to get your nacesent empire up and running even if it means you don't specialise towards that great gp farm or commerce city you are looking for in the future... Obviously if you plan on your capital eventually being a production city you won't replace any improvements, at least not until you get decent workshops/windmills/watermills... If you have a capital that is awfull in the regard of producing early workers and settlers you should imeadiatly look for some high production/food spots as those will be needed imeadiatly to get your empire up and running...
 
Of course these distinctions are somewhat artificial and, yes, the TRE capital can overlap with the gpfarm capital. However, I did mention that the gpfarm capital tends to be on the coast--but does not have to be. The point is only that it has a really high food surplus.

And, yes, of course your capital will be in charge of pumping workers/settlers before it does much of anything else.

However, I wouldn't say that makes my analysis "useless" (thanks for that by the way :goodjob:).

The point of my post was to help newer players (who post countless threads about city specialization on these forums) understand that you have to adjust your strategy somewhat based on the kind of capital you start out with. Rules of thumb like "slap down cottages and run bureaucracy" are nice, but break down when you get one of the production capitals I mention. And, yes, when you get a coastal start with surrounding terrain that begs for additional coastal cities the GLH becomes more of a priority.

I find it helpful to think about the capital type (and of course surrounding terrain, but I've done another thread on that) in relation to the traits and starting techs to think about the "fit" of the start. I really do find that "good fit" starts lead to a higher # of wins for me than "bad fit" starts, so I'm putting some thought into what leads to each. Hopefully others find it helpful as well. But, of course, I don't expect to inform experts ;)
 
I don't think the "trade" capital exists as a different type. Its just one of the other three that happens to be on the coast - most likely its a "food" capital in which you can build the GLH.

Otherwise I found the distinctions useful and its often the design of my capital that dictates my early strategy rather than any arbitrary SE/CE preference.

One other type of capital you might consider is a Gold / Gems capital. Since these tiles are incredibly powerful early game they often dictate your strategy and can lead to very fast early research.

Yes, a gold/gems capital is a good choice, I'll see if I can generate one.
 
An interesting read, although really it's just a breakdown of city specialization when you think about it ;). You'd look for these kinds of tiles to pick between commerce/specialists/production anyway no matter the city. Of course coastal cities are best for trade and a coastal production capitol is best for GLH because you have the best shot at getting it.

The one that's worth noting to be treated differently than the average city is the bureaucracy capitol. I've seen good players move their palace just to use that civic effectively. If you start with one, it might encourage higher priority to civil service. Once in a while I'll use bureaucracy on a production capitol too, especially if I got GG's early or theocracy is viable - the ability to churn out super units rapidly allows for efficient warring (In APG II and NC De Gaulle I was rapidly producing combat IV (a couple C3 shock) knights shortly after getting guilds, almost 1 per turn. That's pretty scary, since they are nearly as strong as rifles that way (and probably equal against longbows to drafted rifles because they ignore first strikes. C4 allows them to heal in neutral territory 10% too so if you use them as a primary attack unit (which you should) they'll heal up quickly and can easily catch up to an advancing stack. C3 Pinch knights are pretty solid vs muskets too and requires only tech parity or even a bit worse!).

Anyway, specialize the capitol like you would other cities...just keep an eye on what civics are optimal basically :).
 
Certainly there is overlap between the city types. The categorization is just meant to be a helpful heuristic, especially for newer players. And, yes, this is just city specialization in a sense (which is why I put that in the title of the thread), but I think the capital is even more important to think about, because of bureaucracy, but also because it is your first city and will often dictate much of what you can set out to do or what is most optimal to do. Think of "initial conditions" if you know of complexity theory research.

I have updated the original post with more screenshots and two more special case scenarios: the gold/gems/silver capital and the high floodplains capital. I had another screenshot with 2 silver sources in the capital, but can't find it now. If I find it or if I generate another one I will add it. I think it is more revealing if I can get more 2+ precious metal examples, but they are difficult to generate because they are so uncommon. :)
 
omg, heavy floodplain city ^^
my favorite city

most likely the best starting position if there are 2-3 health resources nearby



very insightful post anyway :)
 
and on the GP farm:

I am reluctant to make my capital a GP farm, since
1) there's no bureacracy bonus
2) food based cities tend not to need many buildings, hence the capital (which usually has more time to develop infrastructure) has almost no advantage
3) usually you'll find a much better GP farm somewhere, usually another capital, or some city post-biology. good early GP farms (seafood) tend to be poor later (not enough grassland farms)
4) If your capital has high food, you're more likely to be in a food rich map, and you're more likely to run an SE, which means you'll be running specialists in multiple cities.

I am more likely to build NE there if I have some wonder based GPP in that city.
 
and on the GP farm:

I am reluctant to make my capital a GP farm, since
1) there's no bureacracy bonus
2) food based cities tend not to need many buildings, hence the capital (which usually has more time to develop infrastructure) has almost no advantage
3) usually you'll find a much better GP farm somewhere, usually another capital, or some city post-biology. good early GP farms (seafood) tend to be poor later (not enough grassland farms)
4) If your capital has high food, you're more likely to be in a food rich map, and you're more likely to run an SE, which means you'll be running specialists in multiple cities.

I am more likely to build NE there if I have some wonder based GPP in that city.


1) True, but you have two choices here. First, you can move your capital prior to CS. Since these cities tend to be on the coast, this can also help with maintenance. Second, you can *gasp* :lol: forego bureaucracy and focus on the lesser-used vassalage. Running a SE has great synergy with warmongering afterall ;)

2) Not necessarily true. All the happiness/health/science buildings are essential at least. Furthermore, as mentioned above you could move the capital inland. Also, harbors are also needed and other coastal buildings unlike inland cities.

3) Much better? It depends I guess. The capitals I have in mind are already stellar gpfarms (see example #3 above). Also there is a tradeoff between more gp earlier vs. an advantage at a later point in the game where victory/failure is already written on the wall more or less.

4) This is true, but doesn't refute the fact that you're still better off in many cases to run specialists in your capital. It just means that you are running a SE empire-wide instead of a hybrid or simply using your capital as a single gpfarm. You have to combine this thread with my thread on city specialization. Playing the map and making each city into its ideal type based on the terrain is always the best way to go imo.
 
I am a fan of the production capital, which by the way also kicks booty under Bureaucracy. Production drives everything; military, wonders, horizontal expansion. Give me hammer tiles and a food resource or two to run them and I'm a happy bear. Once you get the food going and start chopping, you won't need to whip much because of the superior early-game production from chopping, mining, quarrying, and pasturing.

I find that I don't get a lot of primo-cottage capital starts. I prefer to clear jungle for the cottage spam cities, where I am guaranteed a ton of grassland and a river most of the time.

I do, however, get a fair number of Floodplains capitals, but usually those come with enough forests to make them useful right away. The FP capital is unusual in that you can get a very nice blend of food, production, and commerce if you have some forests and hills to work with (a good seafood city can do this too, though with more food and less commerce). Nothing like working four or five 3F, 5C tiles and having the excess food to work three or four 1 F, 3 H grassland hills. It can be a great hybrid city. I agree that the 'pure' FP city is a nightmare for health. Play Egypt on the 18 civ Earth map and you'll see what I mean.

I love seafood capitals when I start with fishing, otherwise they are slow starters. A personal pet peeve is the artic seafood start, where your capital is lush but your surroundings are absolute tundra garbage.
 
They generally feature low food in the sense that you need to lay down grassland farms to support all of the production (i.e., hills) that you have.

If a city needs grassland farms to support it's hills it is hardly worthy of being your capital past the 1000 BCs. If you're going to run 2 farms to support every plains hill, you might as well be working plains farms. Get that bureaocracy bonus to some place useful. Or save yourself the trouble and re-roll.
 
Well, rerolling is always an option, but I wanted to discuss the capitals as they are given and potentially played, and not just discuss the "good" capitals. Of course, moving the capital is also always an option, but not until you have at least 4 cities and have built a palace. In the meantime, it can be helpful to think about how you are going to put that capital city to work.
 
Well, rerolling is always an option, but I wanted to discuss the capitals as they are given and potentially played, and not just discuss the "good" capitals.

That seems pretty reasonable to me, but I wonder if you are confusing an article about different kinds of capitals with an article about different kinds of starts.
 
I am a fan of the production capital, which by the way also kicks booty under Bureaucracy. Production drives everything; military, wonders, horizontal expansion. Give me hammer tiles and a food resource or two to run them and I'm a happy bear.
Did you check out the De Gaulle NC bear? If you like good Production caps, then settle in place and get ready for some HAMMA-TIME! LOL, seriously, its a monster hammer cap, with just enough food. Fairly easy game, though, so play up a level.
 
I don't have a screenshot but I recently had a city that started with all Calendar resources. I can't really remember what they were on but there were 4 resources that all required calendar and nothing else. Would this count as a seperate start? Would you bother playing it? Actually its possible it was 3 calendar and a wine.
 
That seems pretty reasonable to me, but I wonder if you are confusing an article about different kinds of capitals with an article about different kinds of starts.

I wouldn't say I am confusing them, but they do blur together certainly. The thing is you start with your capital and your capital, combined with traits/techs, dictates what is possible and efficient in terms of your opening/start. So, yes, there is not a "GLH" capital per se, since that is more of an opening/start, but there are capitals that dictate whether such an opening is possible and efficient. That is more what I am going for here in this thread.
 
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