alpaca
King of Ungulates
- Joined
- Aug 3, 2006
- Messages
- 2,322
No, this isn't about chariots. It's about the Egyptian unique building: the Burial Tomb.
The Burial Tomb replaces the Temple, yields only 2 instead of 3 culture but grants +2 happiness and 2 culture for no maintenance fee. This got me thinking. The +2 happiness mean you can offset a new city's city number unhappiness by building a burial tomb. Combined with Meritocracy which yields +1 happiness for each city connected to your capital, this can completely eliminate unhappiness for size 1 cities.
Since new cities have one worker and a city tile that yields +2 hammers and +1 gold, their single population generates a lot more production than another citizen in the capital. So this is the strategy:
- Build a worker in your capital first. I don't think exploring is worthwhile enough to build something else.
- When your city reaches two population and the worker is built, create a settler ASAP
- Research-wise, beeline to Philosophy
- Go for the Great Library into Civil Service slingshot. You want Philosophy for the Tomb anyways so you might as well make use of Egypt's unique ability
- After that, grow as you see fit. If you let your new cities grow to size >= 2 you can turn a profit from building roads there if you put them close together.
The next question is what city placement you want. I think it's acceptable to steal our capital 6 tiles and go for a city distance of two. What you do with the additional production from all those city tiles is at your discretion... but dare I suggest War Chariots?
All those cities have another advantage: They allow you to hook up a lot of happiness resources. It's acceptable to have some gaps in your city placement to first go for some happy faces that you can grow your cities with or save for a golden age. The primary advantage, however, is a lot of additional production. Settlers should be built preferably in the small cities while your capital concentrates on buildings, wonders, and primarily, growth. Tiles should mostly go to the capital, too.
Note that militarily, the close city proximity has two tactical upsides as well: Firstly you can move units between cities quickly. Secondly, cities provide cover fire for each other so only two tiles immediately adjacent to each city can be occupied by enemy units without another city being able to shoot at them.
I don't have the full game yet but a test in the demo looked promising. I was able to get more than 50 hammers and more than 70 gold per turn before turn 100 (in a golden age I admit). I'd be happy if some of you Americanos gave it a try
The Burial Tomb replaces the Temple, yields only 2 instead of 3 culture but grants +2 happiness and 2 culture for no maintenance fee. This got me thinking. The +2 happiness mean you can offset a new city's city number unhappiness by building a burial tomb. Combined with Meritocracy which yields +1 happiness for each city connected to your capital, this can completely eliminate unhappiness for size 1 cities.
Since new cities have one worker and a city tile that yields +2 hammers and +1 gold, their single population generates a lot more production than another citizen in the capital. So this is the strategy:
- Build a worker in your capital first. I don't think exploring is worthwhile enough to build something else.
- When your city reaches two population and the worker is built, create a settler ASAP
- Research-wise, beeline to Philosophy
- Go for the Great Library into Civil Service slingshot. You want Philosophy for the Tomb anyways so you might as well make use of Egypt's unique ability
- After that, grow as you see fit. If you let your new cities grow to size >= 2 you can turn a profit from building roads there if you put them close together.
The next question is what city placement you want. I think it's acceptable to steal our capital 6 tiles and go for a city distance of two. What you do with the additional production from all those city tiles is at your discretion... but dare I suggest War Chariots?

All those cities have another advantage: They allow you to hook up a lot of happiness resources. It's acceptable to have some gaps in your city placement to first go for some happy faces that you can grow your cities with or save for a golden age. The primary advantage, however, is a lot of additional production. Settlers should be built preferably in the small cities while your capital concentrates on buildings, wonders, and primarily, growth. Tiles should mostly go to the capital, too.
Note that militarily, the close city proximity has two tactical upsides as well: Firstly you can move units between cities quickly. Secondly, cities provide cover fire for each other so only two tiles immediately adjacent to each city can be occupied by enemy units without another city being able to shoot at them.
I don't have the full game yet but a test in the demo looked promising. I was able to get more than 50 hammers and more than 70 gold per turn before turn 100 (in a golden age I admit). I'd be happy if some of you Americanos gave it a try

Spoiler :
