Build queue priorities

Wow, what a spirited debate this question has caused... Well, I've gotten quite a few opinions and I think they'll help me out a lot!
 
Putting :culture: aside since there are many different ways to get that border pop, the default order for me is Granary (:food:), Forge (:hammers:), and then a building that deals with (:gold:/:science:/:commerce:) - the courthouse being only one of these (and often not the first one).

Would you care to enlighten me on what that mechanic is?
Not too long ago I started cutting back on early courthouse building in favor of using several of the following mechanics:

- Vertical growth. A large city working multiple villages or towns will pay for its own maintenance and then some. Granaries double the growth rate, putting more cottages to work sooner, and it can also be used to whip things later on, including the courthouse.
- Vertical growth. An HR unit will increase the happy cap and vertical growth, thus putting more cottages to work. Plus, it's a unit.
- Trading for a happiness resource to support vertical growth instead of paying to maintain another unit in each of your cities
- Trading surplus resources for :gold:
- Currency adds another trade route which helps to offset costs. Discovering currency will immediately benefit all of your (connected) cities.
- Intentionally failed wonders (:hammers: --> :gold:).
- One market in the right city can offset the expenses of multiple cities.
- Building wealth. To build a courthouse you first need to invest 120:hammers: and x number of turns paying full maintenance, and when you're done, you STILL need to find a way to pay for maintenance. Building wealth on the other hand will generate gold immediately and cover expenses immediately.
- Specialists. A library with scientists frees up the slider to pay for maintenance. A temple creates a priest or merchant generates :gold: immediately as well; settled priest or merchant in a city with a market multiplies this :gold: output.

There are more, and many have already been mentioned, but all of these things have one thing in common: Instead of trying to reduce costs with a courthouse, they are ways to increase income. Because you can cut the costs but if you don't have income you're still losing money. So you might as well go for what produces income first, and later when your cities are bigger you can work on those courthouses.
 
Question concerning building Wealth vs building Research.

Strictly for the purposes of generating a higher beaker per turn rate, is there one better that the other? I mean, if my slider is under 100%, is it better to build wealth? This would allow me to up the slider, meaning that more commerce is converted to :science: and this in turn flows through the :science: multipliers. When you build research, the :hammers: converted to :science: don't go through the multipliers, correct? Only when the slider is at 100% do I see the benefit of building research.

I rarely build Wealth. The only time I do build it is when I getting ready to rush-buy things when I'll switch to US. I've been following a number of games lately by players alot better than me, and find it amazing the beaker rate they generate. One thing they seem to have in common is that they build wealth instead of building markets or grocers, etc...If happiness and health is not an issue, these building can certainly wait, right?
 
yanner39, I believe that you've pretty much figured it out by yourself. :goodjob:

Soon, you'll be teaching the likes of me how to play this game. :king:

Personally I like to view the :commerce: percentiles (the "sliders") as a way to patch up whatever part of my output isn't up to par. This is how it should work, from my perspective. But the game is really designed for the :science: percentage to be as high as possible, so you're right and I'm wrong. :rolleyes:

One should probably view building Wealth/Science as a way of supplementing whatever is not going out from the :commerce:. But strictly mathematically speaking I'd bet that its more efficient to build Wealth in order to get the research up to as near 100% as possible.

But I'm no "high level" player, so I might be playing this game completely wrong. :lol: So I'll just keep lowering my research rate in mid-game to cash in from all my :gold: multipliers. Then I worry about what to do with all the dough... :rolleyes:
 
If you have banks and good commerce in every city, it can make sense to build research instead of wealth.

But if you build academies in commerce cities, the multipliers usually end up biased towards the science slider.
 
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