cottages or farms

BlackDragon2026

Chieftain
Joined
Oct 7, 2010
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hey I'm a noob and im wondering weather on the riverside should you use that to generate food or give cottages? it seems that any space that isnt used for anything else(mines farms etc) which is small is used by cottages, and by then it takes a while for citizens to work there, any tips?
 
I tend to cottage my capital and farm everywhere else. The capital generates a lot of beakers as it can easily build libraries/universities/Oxford and the other cities I use to grow and whip out units to fight.
 
No easy answer to this.

Depends on what that city is going to do, what kind of economy you plan on running, how late in the game it is, etc.

Early game I like to have enough farms for my cities to grow (might not be many/if any if there's good food resources in the cities BFC), then cottage up and mine the hills. Exception to this is my GP farm (s) which I'll farm heavily to run more specialists.
 
It depends on what you need. Just because it's riverside doesn't mean you have to cottage it -- you get the bonus :commerce: regardless of what the improvement on the tile is. If you need more food, put a farm down; if you need more :commerce:, put a cottage down.

The main reason to cottage riverside grasslands is that presumably you've chosen the site as a major commerce site. That's all. If you happen to have a riverside production city, say, you might rather put down a watermill, farm, or workshop.
 
The game's been really well balanced so that you can go either way and make it work. Try them out and see which you prefer. Or use both at the same time if you've got plenty of riverside. Grow city population on farms, then when you reach the happy cap, switch the citizens to working the cottages, which stunts growth but gets :commerce:.

People usually recommend cottages round the capital, even if nowhere else, because of the power of the Bureacracy civic when it comes round.
 
There are two choices here:

1) what do you want the city to be "when it grows up", ie commerce, GP, production etc.

2) how do you get it to "grow up"?

Even if you want a city to become a cottage powerhouse, it can be quickest to build farms first to grow enough pop so you can actually work a decent amount of cottages. A rule of thumb is that you want your food surplus to equal your 'happiness surplus', ie if you have size 4 while you can grow to size 12, you want +8 food (I think the rule is from DaveMcW). You can replace the farms with cottages if needed when the city is at the right size (but the happy cap will grow so it can be better to leave them around even if not worked)
 
I tend to cottage my capital and farm everywhere else. The capital generates a lot of beakers as it can easily build libraries/universities/Oxford and the other cities I use to grow and whip out units to fight.

wow, how you keep up in research this way, especially when running large empires (10+ ~1A.D.)? i mean, you're playing deity, therefore won't have 10+ cities too often, but it happens after all, even on deity .. specialists are no long term solution unless you've pyramids.

riverside cottages are great especially with the FIN trait ... well, i tend to cottage almost every city and rushbuy, it's my favourite strategy after all x) 1-2 dedicated production cities are necessary ofc.
 
I think that it's a safe strategy to build as many cottages as possible, and then build some more! The "specialist economy" is a more advanced strategy.

Farms can be built initially to help the city grow faster, but then cottage over the farm once all the tiles are being worked.
 
I tend to prefer Cottages on riverside to Farms. Yes, the +1 :commerce: applies to both improvements, but if you want to maximize commerce, it's better to have a +5 :commerce: riverside Town than, say, a +1 :commerce: riverside Farm and a +4 :commerce: Town. This is most relevant when you've grown to your happiness cap and can only work a finite number of tiles.

And of course, if you're Financial, a riverside Cottage is +3 :commerce:, not +2.
 
Peaceful games lead more naturally to cottages in my book. A cottage city is rather a fat cumbersome slow-moving thing and doesn't easily switch over to producing units, or even appreciate its lazy town-living population being drafted away to shoot rifles. Farm+specialist cities on the other hand are light on their feet and can easily pull people out of the libraries and markets onto hills, workshops or sacrificial altars at a moment's notice.

If it looks like being a rough game these days I'll usually go with a lot more farms. In that kind of game great people can be a little more handy too, for war build-up golden ages, or lightbulbing towards military tradition or something like that.
 
Peaceful games lead more naturally to cottages in my book. A cottage city is rather a fat cumbersome slow-moving thing and doesn't easily switch over to producing units...

With US, Levee, and Mining Inc, your cottage cities are not production slouches.
 
There is 1 simple rule.
If you work number of Flood Plains - cottage it.
Honesly I'm not fond of cottaging grassland. I farm then often to get extra food in production or specialist cities)
As with Specialist Economy or Commerce Economy - I think it is very limited.
 
well, don't produce units with your cottage cities. produce units with unit producing cities :)

Sometimes the units come from whip and/or draft in every city to get the army as quick as possible when a military edge appears. I guess that's what I meant: farm-based cities grow back to optimim operation best afterwards if that's how it goes down.
 
Sometimes the units come from whip and/or draft in every city to get the army as quick as possible when a military edge appears. I guess that's what I meant: farm-based cities grow back to optimim operation best afterwards if that's how it goes down.

Drafting wrecks your economy unless you have a food city with a Globe Theater.
 
You could also say that by favoring building farms over cottages, you have put yourself into a situation where you're more likely to rely on the draft. A cottage-based economy would have a better tech rate and might not need to draft so heavily. In other words, you're in a self-reinforcing situation here.
 
I tend to cottage my capital and farm everywhere else. The capital generates a lot of beakers as it can easily build libraries/universities/Oxford and the other cities I use to grow and whip out units to fight.

This is my most common approach too. It's much more important to run the slider as high as you can than it is to have a lot of commerce. Cottage cities take forever to mature and until they do they are essentially dead weight that barely pay for themselves and produce practically nothing for your empire.

At other times I take an opposite approach and build no cottages in my capital and then probably have a cottage city somewhere else solely to cover my expenses. Occasionally I'll cottage spam extensively, but I have only done that a couple of times.

I will generally keep captured towns, however. After the AI has invested all the time and cost of seeing them to maturity towns are well worth having, and by then I will already have a very strong core production based empire.

You could also say that by favoring building farms over cottages, you have put yourself into a situation where you're more likely to rely on the draft. A cottage-based economy would have a better tech rate and might not need to draft so heavily. In other words, you're in a self-reinforcing situation here.
This is something of a fallacy. Cottages are only stronger later in the game, by which stage you might already have won if you had chosen a different approach that gives faster results.

In any case, I would say that a commerce rich empire is usually a production poor one, in which case the draft is more necessary. A farm, mine and workshop empire has no difficulty building enough units. Universal Suffrage does change the complexion of this, of course, allowing cottage empires to build things pretty decently.
 
The terrain at some sites seems to lend itself to farms and hammers, at some to cottages. A lot are in between and you never know what land you're going to get - I was talking about those in between cases when I said frisky geopolitics makes me lean towards more farms. I just feel more comfortable having hammers immediately available and the tech is, in fact, often comparable.

Anyway I would never make a 100% recommendation to choose just one or the other. I never make absolute statements. Never, ever.
 
Theres a forum game on here where at deity I got lib assembly line for infantry... That game as I recall had a sweet river that doubled back - I could have placed my second city to grab resources, but I placed it next to the capital on the river and cottaged both cities up. My third city was placed in order to get a library and Great Scientist out ASAP. ( I ended up using first two GS for academies in the two cottage cities ). The fourth and perhaps fifth cities could have been cottaged, but why bother? Its already so late that they wouldn't mean many beakers over farming, and with farms I have the pop to whip/draft once I got to infantry.

As to having 10+ cities - if I have a strong beaker capital every city over 6 is actually slowing me down on the path to rifles/cavalry. And if you get cavalry early 2 whips in each of 6 cities is 12 which is enough + Great Merchant upgrading your HAs or curiassers.

Good early exploring helps in knowing what you will need - farms or cottages and where.
 
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