Best growth build order for new city late game?

ksot

Chieftain
Joined
Mar 10, 2007
Messages
7
Hey guys, I'm just wondering what the best build order is for long term growth with all technologies available is. Let's assume a new city in a safe area with no defence concerns.

I can't figure out if it's food buildings first then production:

1 - (water mill), Granary, (lighthouse), Aquaduct, Hospital, Medicial lab
2 - workshop, factory, windmill, power plants, (forge), (stable), (seaport)

Vice versa

1 - workshop, factory, windmill, power plants, (forge), (stable), (seaport)
2 - (water mill), Granary, (lighthouse), Aquaduct, Hospital, Medicial lab

Or a mixture of both:

granary, workshop, aquaduct, factory, etc...

Does anyone know the exact maths behind it and what is best? My gut says food buildings first but I don't know... it just takes sooo long to make all that stuff without good production. When I do production first I zip through all the other buildings after.
 
past turn 100 don't have time to let a fresh city struggle on its own (if its in a great spot and you want to grow it) - so some "power leveling" required

rushbuy aqueduct + send it a food cargo ship/caravan and some workers to improve production tiles ..Throw on a hospital/workshop if money no issue or massive rush buy discounts
 
Fair enough, but just for the sake of curiosity I'd still like to know the ideal build order for growth if left alone.
 
Fair enough, but just for the sake of curiosity I'd still like to know the ideal build order for growth if left alone.

I only settle cities late if I got the cash to give them a head start with a mixture of food and production buildings so that the new city can start to build up it´s own infrastructure as soon as possible. Watermill and/or Light house if possible is probably the first buildings since they help with both the apples and the hammers. If the cash is there a worker and a granary is bought to. Then the city gets to grow for it self for a while.
 
You might want to add one or two happiness building in there.
Maybe you have order and the workshop / factory will help with that. with order, a monument is pretty cheap easy way to get some :)

maybe you have so much :) it doesnt matter right away.

but, once that city grows (and it will with a trade rout) your going to want a colloseum, or some way (religion?) of upping the :)
 
My build list :
- Granary / library (depend on food tiles).
- worshop
- university
- observatory (if enable)
- factory
- public school and labs.

Aqueduct always rush buy when a food caravan is send to it.
 
Once all the national wonders are done, and I've closed out the last SP tree I really care about, I will settle late. No great reason for it, but often if I don’t fill out my continent, an AI will. The late founded cities seem to grow surprising fast. I think it because they can work improved tiles so quickly. I usually rush buy granary, aqueduct, and watermill and lighthouse if on river or coast; then let them be. Any cheap half-price buildings are early in queue, then production buildings in order of cost. Science buildings prolly don't matter at that point. I don't usually bother with food caravans, as there are other things I would rather do with them. If I am not rush buying, I would still do food buildings before production. If stable or stoneworks is an option, I would build those before aqueduct because they are few hammers.
 
Almost always a late-game city for me is coastal, so I start with a lighthouse. I'll trade-route in hammers to kickstart it. Next is either granary or a monument, followed by a shrine if I opened piety. Then a workshop, so the city can hold its own once the trade route's 30 turns runs out. Next might be a needed national wonder building like a constabulary or amphitheater (and rush-buy their successors). You cannot forget, that city will be a thorn in your side if you have national wonders to build.
 
Actually, for me all the critical buildings for any late city end up being cash rushed instead of hand built.

The cash rush list in order:

1. Granary
2. Lighthouse (if both coastal and has a sea resource)
3. Watermill (if on a river)
4. Stoneworks (if and when possible)
5. Aquaduct
6. Harbor (if on a separate landmass and coastal)
7. Walls (if the city might see combat)

The hand build initial list in order:

1. Monument
2. Shrine
3. Marketplace

In addition some nearby existing city gets assigned hand building any work boats it needs.
 
Depending on Social Policies I usually focus on what I need. Production City/Happiness City/Strategic City

By late game a massive city is unlikely depending on settings and situations. If you are doing that well, there isn't really too much of a limit on what you can add in.

I would be careful of the penalty to happiness and build the usual happiness city COL/Circus/Depending on religion-later Ideology what will give me happiness so that this city does not cost me.

If there is a great strategic importance to the city then I will build it and suffer if the long term means the destruction of an enemy. Adding in the necessary items as I can afford it. Sometimes I just don't want an enemy city in the path of where I will send my Army and you have two choices, forward settle or sack their city. It can cost too much... That or DOW them as their settlers proceed through your path.

As for Production, as for Food and growth. Change your Social Policies and build early, nothing beats running Cargos/Caravans bulking cities over many turns.(lots of Hills and Production Tiles with High Pop on top of Production Buildings, WHOA) 1 turn Units...
 
Also send in the fishing boats and workers from other cities.
 
Late cities grow surprisingly fast and I have been known to found them for key strategic resources.

If there's an oil or aluminium available with a luxury resource, why not?

They grow fast for some of the reasons mentioned here and some not...

If they're a fourth city they usually get free culture buildings and free aqueduct from Tradition. That helps a lot.

They also benefit more from the trade routes than early cities. Notice how the food value of trade routes goes up over time? A Modern or later trade route is worth more food than an ancient one. When your city is only around size 3 the difference between 4 food and 8 food from the trade route is massive. It's a granary on two wheat tiles difference....
 
I usually rush buy a workshop and the build order is granary - aqueduct - watermill - monument - library - university etc
 
Almost always the Monument first, especially if under Order.

Granary goes before Water Mill if there are any Granary resources nearby (almost always the case). Lighthouse also goes before WM assuming fish resources.

Medical Lab should not be built at all unless the city has a very high food output.

Workshops & Factories take priority if under Order.

Aqueduct is nearly always worth rush-buying immediately, especially if you send in a cargo ship.

Seaports aren't a good build unless the city has many sea resources or you plan to build ships out of the city.
 
Not to be repetitive, but without a Cargo Ship and the gold to rush buy an aqueduct, I Don't even think about new cities. That said, particularly on large maps (3% science penalty), they can be grown powerful in a mere 30 turns provided you can Cargo Ship food and buy an Aqueduct and Food building. After that, build order can be what you want.
 
I tend to prioritize cargoing in hammers over food, but anyway...

I like the culture buildings and temples if I have piety and aesthetics. They're half-price. And you might need them for Hermitage and Grand temple. And I find myself needing those 2 museum slots often.
 
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