Commerce - does it matter?

TsarAndreas

Warlord
Joined
Dec 12, 2017
Messages
105
Obviously it does, but what I wonder is how often people consider commerce when deciding to build a new city. Maybe it is less relevant in a historical modmod, but with games like Humankind giving you a preview of expected yields before you place a city, I was just wondering if people factor this in when playing DoC.

Is it as simple as:
- I'll build here for historical or gameplay reasons (e.g. Moscow must be built for the UHV)
- I'll build here because it's a good location (e.g. on the coast, on a river)

Or are people min-max-ing and thinking:
- I'll build here because I can get 10 commerce vs 8 commerce

Cheers in advance.
 
I always go for historical, I even have created a modmod that bumps food (india, china, egypt, brazil) and production (europe, japan) for historical areas. Also comes with technological dark areas so that tech doesn't run crazy, ai historically colonizes the old and new world (can make some UHVs hard/impossible, i don't care about that), so you get to see the classic RFC cities + Prague/Valencia/Djanet/Osaka/Taibei/palermo/izmir/etc.
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/
https://forums.civfanatics.com/threads/historical-colonization-micromod.674869/
On the efficiency side:
- city placement takes a backseat to strategic play (control of shrines, key wonders like bellrock lighthouse, blobbing after renaissance etc). Renaissance and especially industrial eras make blobbing v. easy with all the free buildings, IF you can manage stability after a optics/astronomy or metallurgy rush.
- there is a thread about highest potential pop cities (on the uranium in france, amsterdam, jakarta, denver-new orleans-chicago trifecta, wichita, etc)

Btw, I think the new big map with the new resources will make it easier to play with historical cities. Really looking forward to it. :goodjob:
 
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