Fast Citys

Roma

Chieftain
Joined
Mar 28, 2007
Messages
41
Location
New Jersey
How do they do it...... some people get like 15 city fast and I can normally keep up but sometimes I cant. I beat it for the second time on monarchy and I need help in this if i plan on going up. Normally I just pump out as many settlers as I can. Also i need to know what wonders to shoot for because I always waist a lot of time trying to build them and then cant get them :hammer2:
 
Early expansion is a good idea. Some things that you might consider:

1) Go to the War Academy and read "Cracker's Opening Plays."
2) Manage your workers yourself.
3) Make sure that your citizens are working the highest-value tiles.
4) Don't focus on Wonders. If you're building them in your first few cities, it can cripple your early expansion.
 
I don't know how to like I dont if roads give me anything should they be built. I know mines=shields and lirregation=pop.
 
Roads add +1 commerce to a tile. Look in the City view ("zoom to city") and you'll see that some tiles have food, shields and coins on them. That tells you that a citizen is working that tile. Click it & the citizen becomes an entertainer. Click on another tile and the citizen begins working the new tile. Fiddle with that and you'll see changes in the output of your city.

Edit: Road also triple the movement of your units.
 
roads also remove movement penalty from terrain that has them. (mountains etc)

roads also build your trade network.
-witch will connect resources to cities
-witch will reduce corruption

Improving Your Opening Play Skills
 
I knew that part but not the commerce. What do you guys build in your first city? Example: scout, spreaman, settler, temple
 
depends, but usually something to scout with. (a warrior if civ is not expansionist) Knowing your environment is valuable.

And I very rarely build any spearman at all. It has an offensive value of one, equal to a warrior, but it costs 2 times the shields (20 instead of 10)

Also, I almost never build temples.
 
That was just an expamle but still I do build spearman all the time 2 defence dont forget that archers(2.1.1) have a 20 shelid cost and so do spearman(1.2.1)See.....
 
but archers have 2 offense, 2 times as much as a warrior.
 
does anyone us granaries in the beging like i saw this one guy he was talking about building(scout/warror-granary-settler-spearman-settler)
 
Granaries can be very important in the beginning. A granary is almost always necessary to set up a 4-turn or 6-turn settler factory. I usually build one after building a scout (if expansionist) or two warriors. Sometimes, if there's a good place for another settler pump nearby, I'll build a settler before the granary.
 
cow, wheat, floodplains, and whines on grass. Anything that can produce more food than the despotism penalty can take away.
 
The best spot would have a food bonus or two (a cow on grassland is the best, or a flood plain wheat), along with some bonus grassland tiles for shield output. For a 4-turn pump, you need 5 surplus food and an average of 7.5 shields per turn. With an agricultural civ, you can get that by settling next to a river or lake, irrigating a grassland cow, mining 2 bonus grasslands and one regular grassiand (or irrigating a plains tile), and having a forest in the city's fat cross. If there's no forest, you'll need 3 mined BGs. There are other ways to get a 4-turn pump, and a 6-turn pump is relatively easy to get.
 
Jungle is bad. Jungle tiles produce only one food, they take forever to clear, and you don't get any shields for clearing them. They do reveal grassland when cleared, so that's good, but if you have a lot of jungle in your core, it'll slow you down quite a bit.
 
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