Early Game / GP Farm Question

sbrylski06

Warlord
Joined
Jan 13, 2006
Messages
115
First, what's a good number of specialists to have in a GP Farm?

Second, what should I do with my capitol with this start:


Warlords/Monarch/Asoka/Large/Terra

The space marked with an X to the north could be a decent GP farm by my standard, as I count +13 food for 6 specialists in a size 5 city.

But what about my capitol? That could make an absolutely killer GP Farm. It could also be a very good financial city with production.

I guess I'm asking what's the best way to go forward with these cities. I'm not too creative with the running of my economy.
 
From just looking at the map, I'd maximize the capital for bureacracy, meaning cottages on flood plains mostly and mining the hills. The northern city could be a pretty good gp farm but consider moving it 1NE to the desert.
 
From just looking at the map, I'd maximize the capital for bureacracy, meaning cottages on flood plains mostly and mining the hills. The northern city could be a pretty good gp farm but consider moving it 1NE to the desert.

Thanks. I like the idea of moving the nothern city 1NE.
 
settler before worker????? I would reload that start to 4K BC...
 
Yeah, struck me that both size 1? Did you whip or build settler before worker?
 
Even if you cottage all those floodplains ( and riverside gras) in the capital you could run 5-6 specialists.
Run Bureaucracy + academy.
 
Worker is usually #1 on the priority list, but not always. Apparently it should always be #1. Thanks for the advice.

But, what about my original question:
First, what's a good number of specialists to have in a GP Farm?

What's considered "good", or what would be a target number to have?
 
Worker is usually #1 on the priority list, but not always. Apparently it should always be #1. Thanks for the advice.

But, what about my original question:


What's considered "good", or what would be a target number to have?

I have no idea really since I usually go for wonder+gp farm where wonders do alot of the gp generation or extreme warmongering where I don't focus as much on gps relatively speaking, but I usually get writing pretty fast whenever I have a city with good surplus food and get a library built there asap, typically by building a barracks/granary/whathaveyou to 1 turn before completion and time it with writing. Then whip the overflow to the lib and immediately assign 2 scientist specialists when it's done.
 
This should be a pretty damn good cottage city... On pretty much all starts where you don't start with a workboat starting with a worker is best...
 
I just don't understand why you would want two cities with unimproved tiles. It doesn't seem to me that that copper tile was in any serious danger of being settled and even if it was there are ways to deal with that. Imo it's pretty much always better to develop your terrain (esp special tiles) asap and when you have floodplains in your capital it just screams out for cottages asap.
 
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