Airefuego
King
sure, 15 and 13 sounds ok
Interesting read. However, I simply don't get this point. What has ScMeth to do with anything? It has no impact whatsoever on cottages...Plains should be ignored until Scientific Method.[/list]
Interesting read. However, I simply don't get this point. What has ScMeth to do with anything? It has no impact whatsoever on cottages...
Another observation: I assume you play on large landmasses. I mostly play archipelago, and I rarely, if ever, have a city site capable of containing 10 cottages. Should I ignore CE and switch to SE?
Is it worth it? Would you build unit for one grassland cottage without being financial or river?
Great article, much needed.
I have some questions that comes often in my games.
Assume a future cottage city with grasslands and pigs. That's +6 food without farms. Assume happy cap of 8. City will rise in B.C. era as a third-fourth city in my empire.
- Would you build additional farms (how many?) to increase growth since granary have to be whipped and city can grow to hapiness cap?
- At happiness cap assuming that we have cottages in place, what to do with the pigs?
I have sometimes used my city like this:
1 citizen on pigs, 5 on cittages, 2 on mines or specialists. Specialists or miners would be candidates for 2pop whips in building libraries, barracks, units. 5 cottages would be worked constantly, additional would come as happy cap increases.
Are we aiming to actually make this a useful city, or is it strictly there to mature more cottages for when the original city's cap raises? I only ask because I'm trying to figure out how much to overlap the city.Found an overlapping city as soon as the city is at its happy cap and done with whipping infrastructure, at which time it can work n-1 cottages and 1 specialist.
Why not to cottage hills. Two reasons:
1. 50-75% of my mines during the course of the game decide to get a random resource of sorts. Maybe I'm lucky... I'm playing on marathon if it counts.
2. Coal spawns on both grassland and plains hills, Aluminum on plains hills only (at least from what I've seen).
In both cases, it's a waste of a mature town when such resources might become available. At least in my opinion...
A 6-city empire might look like this:
* 1 military city (hammers)
* 2 general production cities (hammers)
* 1 GP farm (commerce)
* 2 cottage cities (commerce)
What are the 2 general production cities producting, since it isn't GP's,military or commerce?
Pretty much every city can be useful; either would work. I envisioned the new one as a production/specialist city because this makes micromanagement easier (the cottage city remains stable for most of the time, no need to swap tiles around unless the cottage city needs new infrastructure - the only thing I need to do myself regularily is whip in the new one).
Oh, and in case it wasn't clear: The n-1 cottages referred to the original city; the new one will work everything that isn't cottaged grassland.
If it's just the pig, it can support a 2-point whip every 10 turns and still grow to 3 specialists when it's over for a decent mix of specialists and production; not bad for taking up only 2 tiles. If there are even 2 mines around, it can become a solid production city if we also consider the whipping.
I've read enough of your posts now that I'm pretty interested in your style of play. Got any good screenshots showing some of your city placement, both early and late game? I'm way too addicted to trying to make every city a 20 tile megalopolis!