sylvanllewelyn
Perma-newb
- Joined
- Oct 19, 2006
- Messages
- 2,021
We're talking about 3 different problems here:
- how to apply specialization of cities when choosing city sites
- when to build infrastructure and when to build units
- where should I build infrastructure
I just realised, from recalling my personal experience, that this argument is atrociously complicated. This is because all of us forgot the idea that you need to have the hammers in the city to build that building in the first place. It's no good finding the perfect spot for a Wall Street and Oxford university if it produces 5 hammers a turn, and national wonders simply won't happen from buying, since the penalty is far too great.
We're talking about two types of specialization here:
- choosing the city site, and/or deciding whether the conquered city is worth keeping or not
- building infrastructure in cities
It is to my firm belief that all cities need a reasonable amount of hammers before replaceable parts (lumbermills, as I'll chop them all forests way before) or democracy. It is also to my firm belief that building workshops on floodplains is NOT an option, as 1 hammer is hardly worth it anyway. In fact, great library and national epic often goes to a production city for the early benefits, rather than waiting for the greater benefits of building it in a GP farm later.
Therefore, my real advice is: don't worry too much about city specialization. Build a building if it has reasonable benefits, don't wait for the best city for that building, because that "best" city might never have the hammers to finish off that granary anyway. Otherwise, just build (yet another) military unit.
- how to apply specialization of cities when choosing city sites
- when to build infrastructure and when to build units
- where should I build infrastructure
I just realised, from recalling my personal experience, that this argument is atrociously complicated. This is because all of us forgot the idea that you need to have the hammers in the city to build that building in the first place. It's no good finding the perfect spot for a Wall Street and Oxford university if it produces 5 hammers a turn, and national wonders simply won't happen from buying, since the penalty is far too great.
We're talking about two types of specialization here:
- choosing the city site, and/or deciding whether the conquered city is worth keeping or not
- building infrastructure in cities
It is to my firm belief that all cities need a reasonable amount of hammers before replaceable parts (lumbermills, as I'll chop them all forests way before) or democracy. It is also to my firm belief that building workshops on floodplains is NOT an option, as 1 hammer is hardly worth it anyway. In fact, great library and national epic often goes to a production city for the early benefits, rather than waiting for the greater benefits of building it in a GP farm later.
Therefore, my real advice is: don't worry too much about city specialization. Build a building if it has reasonable benefits, don't wait for the best city for that building, because that "best" city might never have the hammers to finish off that granary anyway. Otherwise, just build (yet another) military unit.