- Joined
- Apr 11, 2011
- Messages
- 11,902
On my fifth new game load on deity yesterday I has a position in jungle by the coast but with a fair amount of hills around but no river. I had heard mention of granaries, aqueducts, sewers (of course) and neighborhoods being of limited value, especially when chopping for food but also re city growth. So I thought OK, no better test than this so I gave it a shot. I ended up with 3 inland cities on rivers but my 3 coastal cities had none and it seemed fine as long as you are aware of it and prioritize land improvement. Yes your cities do not get to 15 in size but then typically you need entertainment districts as well... so by having less population you save building these buildings to a large degree which is a fair amount of production.
I am not saying dogmatically have none. I am saying assessing the real need for them turned out surprising.
For example... in my style of play I like my settlers out ASAP even if it means building them in my capital. Therefore my capital does not get big fast and needs not the housing until builders get benefits. a Big landscaping project when builders get 5 builds with feudalism really seems to help including chopping the cows and wheat and rice to get the pop up. Chopping values seem not affected by housing growth limitations and once you are at max housing you still grow 1/4 fast until you are 5 over your housing limit.
So for example having a central production city with a granary, aqueduct and neighborhood with lots of people sitting on mines services by 7-11 sized cities with none of these things but 3-4 districts servicing the central production city may be a more efficient faster setup for a science victory?
A similar strat certainly seemed to help my culture victory
I am not saying dogmatically have none. I am saying assessing the real need for them turned out surprising.
For example... in my style of play I like my settlers out ASAP even if it means building them in my capital. Therefore my capital does not get big fast and needs not the housing until builders get benefits. a Big landscaping project when builders get 5 builds with feudalism really seems to help including chopping the cows and wheat and rice to get the pop up. Chopping values seem not affected by housing growth limitations and once you are at max housing you still grow 1/4 fast until you are 5 over your housing limit.
So for example having a central production city with a granary, aqueduct and neighborhood with lots of people sitting on mines services by 7-11 sized cities with none of these things but 3-4 districts servicing the central production city may be a more efficient faster setup for a science victory?
A similar strat certainly seemed to help my culture victory