Controlled Expansion

Onionsoilder

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Mar 19, 2007
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This is something I've been struggling with a bit for a while. I normally play on Emperor, and can usually get a good 3-4 cities up and running. This provide me with a good economy and a nice start, though later in the game I seem to falter a little, and the AI(Or other players in multiplayer) overtake me in score/power. It seems that I'm not expanding enough, but when I actively try to expand, my economy goes crashing into the gutter. What are some general guidelines for expansion? I play a variety of civs, so just any advice...
 
It's a little hard to tell, because I don't know if maybe there's something specific you're missing or if maybe it's just an overall efficiency problem.

Obviously, you'll need to get commerce from somewhere. Usually this will be through cottages or, if the food situation permits, farms with aristocracy. It helps if you can determine one or two dedicated commerce cities with a river and maybe some high-commerce resources and have them focus on multiplier buildings.
Alternatively, you can focus on farms to get some high-food cities and use specialists. This means you might actually have a fairly low setting on the research slider (e.g. to take advantage of gambling houses), but still get the research you need from scientists. I've never played a specialist economy in FfH, so I can't tell you much about the specifics, such as which techs make good lightbulbing targets etc.

Either way, you'll need enough workers. You're playing on Emperor, so I suppose I don't really need to tell you this. When you settle a new city, a worker should be in the area and start building improvements right away.

Trade routes can be hugely important. I had a game recently where I had swallowed up my neighbor and was barely holding on to my eco at 0-10% research with 10ish cities (one trade route each). After acquiring the techs to open two more trade routes shortly after, I was sitting comfortably at 40%, even though in those few turns, my tile-based eco hardly changed. Try to get open borders with anyone you can, use a hawk or two to expore and contact faraway civs. Overseas contacts are especially valuable if you can trade with them (i.e. there's a coastal connection).

Make sure you're running the right civics. Once you grow beyond a handful of cities, God King will become very expensive in terms of maintenance, while the gains don't make a big difference for your whole empire any more. Switch to Aristocracy if you have the food (with Agriculturianism and/or Sanitation researched), City States otherwise. You may find that after expansion, your capital is not very central any more, building the Summer Palace or relocating the palace can help save a lot of maintenance cost.

Buildings help, but don't overdo it. I tend to build markets and elder councils everywhere unless there's something urgent to build like a worker/settler/military unit. Build multiplier buildings in high-commerce cities, build units elsewhere instead. Skip those multipliers in low-commerce cities; 25% of 5ish beakers isn't worth the hammers for a library. Same for courthouses; if your city maintenance is less that around 10, often a multiplier building will give you better returns for your hammer investment.
 
In my experience the very best thing you can do to help your economy is to tech Festivals and build Markets. I find that Markets give you more cash than Courthouses save in maintenence (at least until your cities get really big), they're cheaper to build, the tech is available earlier, AND, if your economy is still nosediving, they let you assign Merchant specialists as a last resort. Markets are always the very first thing I build in any new cities (usually even before Monuments). With Market spam, you can even keep running God-King until you have 8-10 cities (if for some reason you need to keep the hammer boost int he Capital) and not dip below 60% science.

Second choice for a nosediving economy is City-States (if you're using Cottages) or Aristocracy (if you have a lot of Farms). Third choice is Courthouses. Fourth choice is to spam more cottages everywhere (this only improves a tanking economy very slowly because they take SO long to mature). Fifth choice is to build Elder Councils, Libraries, and the Great Library, let your economy tank, and get your science entirely from Sage specialists. Last choice is to build Money Changers (I find them to be very ineffective).
 
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