Fastest possible settlers and expansions?

Yuri2356 said:
...and a Partridge in a Pear tree.

:rotfl:

@Genghis_Sean
You could try to haveing one maby two setler factories and have al other cities produce atleast one setler after a defense unit.
usualy when i use this tactic i can outgrow the rival civs
 
+ 5 food per turn is the best but it work well also with +4 food per turn.

Let say my capital city got a game on grassland, then i will cut the forest and irrigate the tile, you now have + 4 food per turn in ancient age, which is very good, get sure that the wood from the forest boost the granery construction.

Usualy your capital city, or your second city should be the settler factory, so look out for food bonus tile close to your capitol if your capitol is stuck at +2 food per turn.

1 city pump settler and the second one the military, dont forget a few worker.
 
Do your cities have enough shields to produce settlers? you need 30 shields in 4-6 turns, and that requires quite a nice start. Granaries are again required. Make sure as well that they are towns and not cities.
 
Genghis: This is implicit in much of the above, but I don't think anyone has said it directly: a trap that is really easy to fall into when you are eager to expand is having your cities crank out settlers when then are too small. If you knock a city with a pop of four down to two, or three down to one, it takes them a lot longer to recover pop and production than if you knock a city of, say, six down to four.

So, the reason I would avoid the production cue is that, if you aren't paying attention, it is easy to let settler-only production undermine a city's productivity until your 5-turn settler factory is a 15-turn settler factory. I know this from bitter, bitter experience.

Great user name, by the way.
 
that is not entirely true.

If you keep building settlers and nothing but settlers, the city will always automatically balance out to the size it needs to be to build settlers as fast as food is provided.

If your city would be too big, the settler could be made faster than the food alows, causing the city to shrink.
If your city is too small, the settler will be made slower than food alows, causing your city to grow.
It will end up the right size.

The problem is only when you don't micro and you don't maintain 5 surplus. When new citizens are born and you already have a lot of surplus, it will usually be placed on a high production tile.

If you just micro to be sure you have 5 food surplus, things should be reasonably well. Not optimal, it could be possible that the factory is operational at a smaller size (and thus earlier) if you micro the shields as well. Also is it possible that building a warrior at some point gets you one for free without really delaying your settlers.

Continuously building settlers will on the long run not slow down your settler production though.
 
i think ill throw in an example to clarify the last 2 threads which are basically hitting the mark.

suppose your city is size 2 with 2 shields and a food surplus of 3. it will grow in 7 turns and produce half a settler in that time. its more or less an equilibrium situation and the city size will stagnate right there if you have an infinite settler queue. it will kick out settlers in about 14 turns.

suppose the same city is allowed to grow to size 5 on this floodplain and has 5 shields and a food surplus of 5. it will now grow in 4 turns and produce 2/3 of a settler in the same time. it will produce settlers in 7 turns give or take and oddly enough the city will still grow in population fast enough to keep up with that much better settler production rate. while waiting for the population to reach 5 is an ideal time to be building that granary.
 
rysingsun said:
i think ill throw in an example to clarify the last 2 threads which are basically hitting the mark.

suppose your city is size 2 with 2 shields and a food surplus of 3. it will grow in 7 turns and produce half a settler in that time. its more or less an equilibrium situation and the city size will stagnate right there if you have an infinite settler queue. it will kick out settlers in about 14 turns.

suppose the same city is allowed to grow to size 5 on this floodplain and has 5 shields and a food surplus of 5. it will now grow in 4 turns and produce 2/3 of a settler in the same time. it will produce settlers in 7 turns give or take and oddly enough the city will still grow in population fast enough to keep up with that much better settler production rate. while waiting for the population to reach 5 is an ideal time to be building that granary.

You should use your food tiles first.
If your city can have 5 surplus at size 5, it should have those at size 2 as well.
I clearly stated you should micro your city to have the 5 surplus.
Food is very, very much more important than production in early game.
Therefore, your example is invalid. It would simply be a very bad mistake not to use your food bonus first.
 
If your food tiles are three wine tiles, you need to be at least size three to use them...
 
yes tomoyo, and if you have food boni enabling you 10 surplus, situation could also be different. (also for numbers between 5 and 10, but in that case you have either irrigated to much or you should be a player good enough (or patient enough) to MM every turn and share the food tiles with other cities)
This however does not change the fact that you should use your food tiles first.
in 95% or more of the cases the food surplus comes from one or 2 tiles.

The point was that a city will regulate its size by itself.
I stated size 2. a rare exception where it starts to be true from size 3 doesn't prove me wrong.

I actually thought about this case when i typed previous post, but i didn't think people would be picky enough to start bugging about it and therefore didn't mention it.
 
WackenOpenAir said:
If your city would be too big, the settler could be made faster than the food alows, causing the city to shrink.

...at which point it is no longer building settlers as fast as you thought it would be when you stacked them up in the production queue, is my point.

It is an easy trap to fall into, if you aren't paying attention to your cities turn to turn. And if you were going to pay attention to your cities turn to turn, you wouldn't be using the production queue in the first place.
 
Back
Top Bottom