A related question: how do I know how much infrastructure a given city "needs"? I understand that in, say, gold-producing cities, markets are of greater value, but does it still make sense to build everything in those cities? For instance, a jail or a spy agency adds value, but what about the opportunity cost of building that spy agency in lieu of building wealth? Is there are guide or any other kind of information that can assist in making those decisions?
For instance, a jail or a spy agency adds value, but what about the opportunity cost of building that spy agency in lieu of building wealth? Is there are guide or any other kind of information that can assist in making those decisions?
All of my cities get every building because I believe they all have a purpose.
Jails, Intelligence Agency's, Security Bureau's, etc work towards national security.
Markets, Mall's, Grocer's, Granary's, etc work towards providing food and increasing city health
Banks, Courthouses, Custom's Houses' etc work towards bringing higher income
Broadcast Towers, Theatres, Temples, etc work towards increasing Culture and increasing city happiness.
) to build every building in every city.So yes, all buildings have a purpose, it doesn't matter what type of city you want to build, building everything in every city will increase your national Approval Rates, Life Expectancy, etc.
Also, make sure that when you are able to, build corporations into your cities. (provided you play BtS)
--Always look at the city screen and figure out what your return on investment is, for example Banks cost quite a few hammers to produce, so if you have a production city that only generates 5 gold per turn is it worthwhile building a bank there for the extra 2.5 gold?
investment will pay off. The most direct example would be deciding whether or not to build a forge. It will cost 120
which is a lot (at least to me, I'm still rather a noob
), and it improves production by 25%. Well if I have a city that generates say 10
the forge will net me an additional 2.5
. Ignoring the opportunity cost of what I could have used those hammers on (perhaps a few military units) we can crudely calculate that we will recoop our hammers in (120/2.5) = 48 turns. Hope that's of some help, at least as one example of how to think about the most appropriate item to build.
then you will get a very poor return on your
investment. The idea of city specialization applies here: this means, in essence, that you should build buildings that help your city do what it does best naturally, not try to turn the city into something it isn't meant to be. If done properly you will save an untold number of
and the game will just make more sense to you too I think. 
On the other hand, if I build wealth in cities with lots of hammers, does the built wealth increase from the market/grocer/bank multipliers?