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city specilization

Discussion in 'Civ4 - Strategy & Tips' started by banson, Oct 18, 2009.

  1. banson

    banson Warlord

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    i am asking in a more specific thread here what i have put vaugly in another.

    i hear about speciliseing and ive read up on it but i still dont quit get it. am i to make my first 4 citys a special one, using one each for sci, com, gp, and prod? and place and build and design them in that way?

    my capital is usualy good for sci money and every thing usualy, but for the others do i build farms to grow them then swich them to other tile improvements?

    but mainly how do i start with them?and build them up some
     
  2. Bruin.Bound

    Bruin.Bound Chieftain

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    You should settle your first cities near food or resources, or maybe a blocking city that wont be so fantastic. If a city has a lot of hills and enough food to work mined hills, then make it a production one. If it has tons of food, make it a GP farm. If it is an old jungle site, or something with lots of green, you can cottage it all up for a great commerce city. You don't have to have each city specialized, usually its impossible given the land you have. Eventually, your goal is to get a good production city or two, a gp farm, and a commerce city. If you are playing into the late game, you can seperate a science city from a commerce city, you could do this earlier if you have a shrine but not always applicable. Don't always expect to have beautifully specialized cities, especially early. A lot of times your cities will be production heavy, sometimes it will have none. Try to do your best to play to the strengths you have though, and try to pick some city spots early for city types you are lacking.
     
  3. TheWilltoAct

    TheWilltoAct I am observe

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    Bruin.Bound's advice is sound.
    If you take a specialist heavy approach (Great People generation) you could also try chopping and farming grasslands for extra food.

    EDIT ---

    sorry, wrong thread
     
  4. VoiceOfUnreason

    VoiceOfUnreason Deity

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    The most straightforward way to start is to begin creating cities that produce military units and nothing else. My rule of thumb is that you should have at least a quarter of your cities should be dedicated to producing military.

    On the outside, a military city in the BC years usually looks like 1 or 2 food specials, and a bunch of hills (preferably green). The food specials are given whatever the appropriate improvement is to hook them up, and the hills are mined. You always work the food specials ("Always work your best tiles"), and spend as many turns working the hills as you can.

    For instance, you might have irrigated corn (which you farm), four green hills (which you mine) and one brown hill (which you mine). At size 6, this city produces 17 hammers per turn, which is about half an axeman per turn.

    On the inside, a military city... well, it looks kind of barren actually. You probably have a barracks. You might have a granary. You might have a monument. You might have a Stable.

    But Libraries, Monasteries, Temples? Markets? Theaters? Those aren't UNITS. You don't build them here. Instead, you just keep cranking out more units. Yes, that deliberately avoids building happiness and health buildings, so your city isn't getting bigger. That's fine, getting bigger isn't units either.


    Meanwhile, your other cities don't build any military (because your military cities produce plenty), so you don't bother building a barracks or a stable either. In other words, instead of having each city contribute 25% of your military, you have the military cities do all of it and the regular cities do none.


    So first try just that much.


    The next variation is a bit harder, but is probably key. Try to dedicate a quarter of your cities to commerce. What this usually means is a city that has the job of working as many cottage tiles as it can. Because it is working cottages, it isn't working mines - you don't have a lot of steady production in these cities (not a lot: 10 hammers per turn or less. More likely 5 hammers per turn or less).


    At this point, you have half of your cities generating military, and half are still hybrids. Usually, the remaining cities fall into two piles - your really good cities, and non-descript remainder. So the good cities get interesting national wonders, and the non-descript cities provide support however they can.

    For example, it's common to try to make an uber commercial center out of the capital, to take advantage of bureaucracy. But an uber commercial center also wants an Academy (because most of the commerce is being converted to research in this example). So you want an Academy - so some other city get a library and runs scientists to produce the academy you need. Need to spread a religion? then somebody pumps missionaries. You'll need workers, so somebody has to do that.
     
  5. banson

    banson Warlord

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    so basicly dont have all citys building sAME THINGS OR EVEN TRYING TO BUILD A GRANERY, BARRAKS MONUMENT,TEMPLE LIBRry market wallsgrocer,monestary,observatory,aquducts in every city?.

    thanks ill try it out and see how it goes
     
  6. MaximumPain

    MaximumPain Warlord

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    Im with ya Banson Im going to try that tonight. I plan on doing the war cities idea. I will build a Barracks if I have time, a Granary if I am whipping (very likely) a lighthouse if the sea is a big part of the cities food, one or two cities will be cav only cities (if I have f**ing horses or elephants) so will not build a barracks at all there but only a stable (I will fix that when I get to airplanes). I will struggle and hurt myself if I try to build anything else in my war cities :goodjob:. Oh and I think courthouses can be a good thing if the empire is getting a bit large but NOTHING else.
     
  7. banson

    banson Warlord

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    might want to build barraks in those citys your planning on doing stables. they add up with the xp witrh stabls.. so not having barraks will hurt your promos
     
  8. TheWilltoAct

    TheWilltoAct I am observe

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    That's the right idea, Maximum Pain. But definitely go with a barracks too, it stacks with the stable to give you a total of +5 experience out of the gate: that's 2 promos.
     
  9. MaximumPain

    MaximumPain Warlord

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    I dont think thats true. I believe Barracks add only to foot troops and Stables add only to cav. At least thats how it has allways looked to me. Unless you dont get the barracks promo unless you have the Stables as well?

    Sorry no screenys or save files as this is not posted from home.
    I did a normal sized 2 continents map and took Shaka. Got a great start with 3 gems, a wheat, lots of grass land and a few hills, located blocking an isthmus with a nice peninsula behind me. I ended up with all the necessity's iron, copper, and horse. A great start there should be no excuse for me not dominating my continent by 1000AD. Oh and I got the random event that gives all melee units a free cover promotion. I share my continent with Hyana Capec, Mansu Musa, and Suryvaramen

    I occupied my area as well as one city in the nearest AI's face (Sury) and used the rename function to name my production cities with the *war designation. I have built a barracks in each and a granary in all but 1 for more efficient whipping (Im thinking I should just build it in the last one as well but wanted to see the difference) no stables yet as I don't have horseback riding yet. I attacked Sury shortly after he changed religions to the heathen HC sect from the one true religion started by me (on accident I expected Judaism to be gone by the time I researched that path to get to HR guess that shows you with starting with 3 gems in your capital will do to the tech race) and because hes the tech leader.

    HC jumped in but Mansu Musa hates Sury so is staying out of it (his fault) and I am putting the wup on Sury and hunting HCs raiders in MMs territory with my Impis. Also the Impis have been a serious thorn in surys side cutting roads and resources. So far the war specialized cities are a big success but we will need to see if I destroy my economy here.

    So far so good and thanks for the tips.
     
  10. TheLazyHase

    TheLazyHase King

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    Your faith is beautiful, but barrack and stable do stack so you can make 5-xp mounted unit. My chariot rush can ensure you that barrack alone work with mounted unit, too.
     
  11. MaximumPain

    MaximumPain Warlord

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    I should be able to build a Stable in my chariot city tonight and see it in action. Thanks again.
     
  12. TheWilltoAct

    TheWilltoAct I am observe

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    Sounds like a plan Stan :thumbsup:
     
  13. banson

    banson Warlord

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    well as for e making military citys.. and specialising.. my new game on a small big and small gave me the best location ever.

    i startd on y own contenent conected to he main one by a 1 tile wide land brigde.. cut off by 2 mountains.. i have the whole place cityed up but most are still young citys. my capital has 5 flood plain tiles and a few foods4hills and rest grass lands. and it has double rivers going though it..

    im not sure military is some thing to try out cause theres no need for it at all.

    once i saw i was cut off i was like now why am i not the americans for the seals or vikings ...man
     
  14. MaximumPain

    MaximumPain Warlord

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    I think you can still use the tactics described. Just have only one or two military cities and make more of them commerce cities. After all you still need the units to protect, keep your power curve up, and keep your people in line with HR. Or find a way to get to the computer dogs and give them what for anyway!

    Or make your protected area full of commerce goodness and put your war cities on the AI side of your block and the mountains.
     
  15. banson

    banson Warlord

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    well i only got 1 defender for my citys and like 4 swordsmen that i had left over from killing a barb city.
    no spys and most my citys seem to be the commerce ones. capital and one other city are really the only ones that can make any thing at a decent rate. so im mostly com citys with 8 citys total. 2 citys capable of making stuff.

    i ended up crashing my econemy making the citys and took like 100 turns to make currency. but after words i was able to ramp up so fast that code of laws and currency at the time i did them saved me. and now im speeding up the tech with 70 rate and stealing 24g a turn from the top guy with the gold trade a turn trik. im right under him in score and its aout turn 500-550

    oh about hows the econ doing coming out of the slump.. it went from 0 reserch to 70 and loseing 5 gold at 10 rsearch to 50a turn woot
     

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