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Early on, not sure what buildings to build...

Discussion in 'Civ4Col - Strategy & Tips' started by ramatheson, Sep 26, 2008.

  1. ramatheson

    ramatheson Chieftain

    Joined:
    Jun 23, 2008
    Messages:
    74
    So early on, I have a coastal port that processes and ships off goods. All the other colonies send raw materials to this port. What buildings should I build in these places? They don't need buildings to process stuff, don't need warehouses, don't need stockades as I usually don't end up fighting anyone until at least 1650, and don't have many people to preach/teach/make bells.

    Usually, I build a warehouse anyways, and sometimes stockades, but after that, I just put them onto making points.

    Suggestions?
     
  2. misterslack

    misterslack Chieftain

    Joined:
    Jul 21, 2007
    Messages:
    42
    Armory
    *Cannon
     
  3. Gliese 581

    Gliese 581 Your average civ junkie

    Joined:
    Oct 11, 2007
    Messages:
    2,503
    Location:
    Sweden
    You could always build political points if you don't need stockade/warehouse/wagon trains.
     
  4. 1EyedKing

    1EyedKing Chieftain

    Joined:
    Aug 11, 2006
    Messages:
    36
    Location:
    In the land of the blind
    Almost every building is useful in the beginning.

    A warehouse is best built in a city with a lot of material output.

    An early school is cool if you've hit an important specialization (such as fur trapper) within the first few years.

    A church is also good if you want to expand fast (which you almost always do - or at least should).

    Docks are great if you need a dose of quick extra food, and a must if you have 3+ coastal squares.

    Wagons are mostly useful when routes have already been established between mainland and coastal cities.

    Stockades can be built later though.

    And of course, there's those extremely important specialist buildings...


    Truth is, it pretty much depends on what you want out of your colony.
     

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