General A New Dawn discussion

Why do you feel that players must specialize their cities? That is sooo limiting on gameplay options and impo dead wrong thing to do. :(

I'm a very middling player at best, but even I try to have at least one dedicated city each for culture, science, production and commerce.
 
I disagree strongly, and pretty much every strategic/advanced player will tell you city specialization is the way to win.

Specialization is the best way to play.

Agreed 210%, and I'm not even nearly an advanced player!
I've gotten into the habit of having at least one city dedicated to a specific task, and letting the others do whatever.
*One Military focused- I could have one city pumping out two quadruple promoted Rifles a turn! I always make it out to have at least one Military specialist city of doom. :)
*One Science focused (Or more, since SCIENCE IS POWER)
*One or two cash focused
*One Espionage focused (Becomes less important in the Modern Era)

It's such a waste to have a perfect city site in the early-mid game, and just have it run off doing whatever when it could be a powerhouse for great person generating, or science development... Your average city, sure why not. But when a city is perfect for that sort of specialization, why waste the opportunity?

45°38'N-13°47'E;13443268 said:
Looking at the code, this should happen when you had at least one revolt in that city. I remember seeing that popup too, although it's rare. So city flipping probably works ok, it's just something rare because AI is smart enough to avoid it.

I've actually had that message come up once before shortly after founding a city and before I met the AI in question :lol:
That was in Warlords I think though, but in BTS I've had it come up even without revolts (Always though after I've met the AI it wants to join)

Since I play with those messages off I haven't seen it in ages :p
 
Well I of course have to disagree. I never specialize on purpose. Never understood the reasoning of putting all your specific type eggs in one place. A well rounded city will last longer than a specialized, in my own limited and low skilled experience.

Example, in our current pbem US multiplayer game with koshling, T-brd, hydromancerX, Rightfuture, MagnusIlluminus, and ls612 I have a commanding lead and 4 of these players are devs or former devs/modders. And koshling just won a National Gaming championship this year (not in civ but general game concepts). They all love to specialize.

Again of course, everyone thinks their way is the best, it's just natural.

So beat me up on this one too! :lol:

JosEPh
 
Well I've read plenty of the Realms Beyond Epics and Adventures, and everyone had a few cities they specialized for a specific purpose, and those cities ended up contributing more to their empire than multiple of their "general purpose" cities combined.

It was a habit that just rubbed off on me, and while it's not *required* to play like that to win (Except possibly on higher levels) it is often a better way to go. If a city can specialize in something, see if the effort is worth it. No point in focusing on a mmerchant city if the city in question won't ever produce much commerce!

Every city will contribute in some way, but having a few cities that contribute in a far greater capacity ...


Still, you do end up specializing a city in some way eventually. The +50% Science NW/GW's... Where do you usually end up putting them? In the cities that produce the most science, usually. That's only further increasing their science output and furthering their role as a Science city.
 
Well I've read plenty of the Realms Beyond Epics and Adventures, and everyone had a few cities they specialized for a specific purpose, and those cities ended up contributing more to their empire than multiple of their "general purpose" cities combined.
Never heard of it.

It was a habit that just rubbed off on me, and while it's not *required* to play like that to win (Except possibly on higher levels) it is often a better way to go. If a city can specialize in something, see if the effort is worth it. No point in focusing on a mmerchant city if the city in question won't ever produce much commerce!

Sorry but that is just opinion, "the better way to go".

Every city will contribute in some way, but having a few cities that contribute in a far greater capacity ...

Why not have All contribute?


Still, you do end up specializing a city in some way eventually. The +50% Science NW/GW's... Where do you usually end up putting them? In the cities that produce the most science, usually. That's only further increasing their science output and furthering their role as a Science city.

As I said I don't specialize On purpose. And my WW/NW's (if I build any) are spread out in my oldest cities to newer cities depending upon time frame the WW/NW becomes available. I've play BtS for a long time with only a 4 Wonder limit/city and even though i activate Unlimited Wonders now I still spread them out. Again why risk a major letdown in any phase of the game by stacking all your WW/NWs in a set/limited number of cities and have an enemy take that from you?

This is just a basic difference in philosophy on how to play this game. Obviously mine is more "radical" than most. :p

JosEPh :)
 
Never heard of it.

http://www.garath.net/Sullla/civ4SP.html
http://realmsbeyond.net/civ/civ4-tournamentgamelist.html

Sulla's website is not only where I learned about the finer mechanics in CivIV, but what caused me to buy it in the first place! To this date, the 'Honorable French' remains one of my favorite articles of his to read.

Sorry but that is just opinion, "the better way to go".
Not on Emperor and Above :p



Why not have All contribute?

I wouldn't build some +50% science wonders in a city producing +15 science rather then instead of my +115 one. They'll both contribute yes, but one will contribute better than the other.




As I said I don't specialize On purpose. And my WW/NW's (if I build any) are spread out in my oldest cities to newer cities depending upon time frame the WW/NW becomes available. I've play BtS for a long time with only a 4 Wonder limit/city and even though i activate Unlimited Wonders now I still spread them out. Again why risk a major letdown in any phase of the game by stacking all your WW/NWs in a set/limited number of cities and have an enemy take that from you?

This is just a basic difference in philosophy on how to play this game. Obviously mine is more "radical" than most. :p

A wise player once said "If there was only one right way to play the game, you would not be looking at a strategy game. You would be looking at a puzzle - to be solved once and be done with it"
Neither philosophy here is inherently 'wrong' but specializing a city has some advantages. As pointed out above, you're still specializing a city when you're focusing on having it produce military, or putting science wonders in a single city. If I had the choice of putting a World Wonder in a city that was never going to produce more than 35 science a turn, or one that was producing twice as much as half my cities combined naturally... Why would I put it elsewhere?

Just like I wouldn't put a Wonder that boosts unit EXP locally in a city that would take 15 turns to make a rifleman. Why not put it in that city that has two Iron and a Coal resource next to it and has more production per turn than half my empire combined?

That's already specializing as it is, having one or several cities focusing more on military or commerce or whatever over other things. It's a wasted opportunity to build a structure that benefits or even depends on having a high amount of research/production/etc and putting it in a city that has almost none. Especially if it's a percentage bonus and not a solid one. I might put a solid bonus structure in a lacking city to help it get up to speed, but the percentage ones benefit most from a city that already has plenty of it to go around.
 
Neither philosophy here is inherently 'wrong' but specializing a city has some advantages. As pointed out above, you're still specializing a city when you're focusing on having it produce military, or putting science wonders in a single city. If I had the choice of putting a World Wonder in a city that was never going to produce more than 35 science a turn, or one that was producing twice as much as half my cities combined naturally... Why would I put it elsewhere?

Just like I wouldn't put a Wonder that boosts unit EXP locally in a city that would take 15 turns to make a rifleman. Why not put it in that city that has two Iron and a Coal resource next to it and has more production per turn than half my empire combined?

That's already specializing as it is, having one or several cities focusing more on military or commerce or whatever over other things. It's a wasted opportunity to build a structure that benefits or even depends on having a high amount of research/production/etc and putting it in a city that has almost none. Especially if it's a percentage bonus and not a solid one. I might put a solid bonus structure in a lacking city to help it get up to speed, but the percentage ones benefit most from a city that already has plenty of it to go around.

Rezca I think we have a semantics problem over specialization.

Do you really think I would do what you just said? Are my posts that vague or dumb? Is that how you all perceive me? :sad: Have I not proven myself to be a better thinker than that?

I would do the obvious but that doesn't lock my city into that role for the rest of the game. That WW/NW would go where there is significant benefit (might not be the #1 city for it but a top city) but 100 turns or an Era later that city might have a totally different make up. Or a newer city has climbed the ladder to have a better usage opportunity for the next similar WW/NW. And all my cities are built to eventually put out the best mil units besides other roles.

My cities are fluid and met multiple needs or demands. Not just one role, which is the definition or goal of specialization.

JosEPh
 
I play the same way as Joseph, the wonders go in the best cities at the time.

What happens later, is later, they all can produce science, military, hammers. Just some are better than others.

I am for uniformity across my empire, so it dosen't matter where I build this or that, its just where I have the available space.
 
I guess it's not as important in AND as it was in BTS then :lol:

At least not once the Industrial/Modern rolls around.
 
It seems you are discussing about something you all agree.

Complete city specialization is as dumb as a complete mess about what to do in each city. None of you defend any of these views, but all of you think the person with the "opposing view" defends one of these options.


It started out with Stables being a build-in-every-city-building. While I agree with Vokarya that Stables could give +1 :yuck: (it makes sense and :health: is indeed overwhelming at least until the Renaissance), also I disagree it is a build-in-every-city-building. Being a XP-only building it's easy to forget to build them in economic cities.

Of course you may say if you play a game where having 10 cities is being big, then the analysis won't be true enough. With 10 cities you may easily feel a Stable is a build-in-every-city-building. But when having 30 cities puts you on the average size of the bunch (around 5) of top civs in the Renaissance, a Stable will definetly not be a build-in-every-city-building. You'll have cities that are just for economic purposes, so no barracks or walls or stables or ballista turrets. If you want to compensate that full-of-bonuses AI, you'll have to put all non-economical buildings to the bottom of the queue for some cities.


As I disagree that stable is a build-in-every-city-building, I also disagree giving it :yuck: makes it less wanted for every city. :yuck: is one of your least problems in CIV. While :mad: people don't work, for each :yuck: above the limit, you just lose 1 :food:. Many times it's better to let cities become :yuck: because the penalties are far lesser then the bonuses of working more tiles and having more population. Of course there may be options or mechanics that take :yuck: into account, but I never experienced something really terrible to make me think twice.


Then Joseph attacked the concept of city specialization. I agree that a game only focused on city especialization would be horrible, but a game without any specialization would be also awful. Anyways, I didn't agree with Vokarya's concept, so I can't comment on Joseph's denial of the Stable :yuck:


Afforess gave a brief answer, so it's hard to comment on it.


Arakhor and Rezca gave explanations about what they make with city specialization. These may make sense in smaller games, but in bigger games they don't make that much sense. Of course there are NWs that force you to choose the best cities for them, so actually you specialize some cities. But in bigger games you'll always have more then 1 city to majorly specialize in a sort of function, and many times the Oxford University city will make not much more :science: then 2 other cities that also focus on :science:.


Which brings me to the point I wanted to make: City specialization isn't as powerful or varied as many here think, but is a must to a better game nonetheless. It's all a matter of using the numbers in your favor, so for that to be well explained, firstly I'll start with the most important modifiers for city specialization: National Wonders.

National Wonders are the truly specialization factors for you. They have a limit per city, and they rarely give similar bonuses. World Wonders don't fall into this category because many times you must think twice in building a world wonder on the best city for it, or in the city that builds it faster (because you may lose it to someone else). So put in practical terms, National Wonders are best used in cities specialized for them (Oxford needs to be built in a :science: city, while the Wall Street is nice in your :gold: Holy Shrine), which forces you to make suited cities for these NWs to get the best output.

The other important factor of specialization is Military. Here we have 2 distinguished specializations (which may be mixed too): Elite Troops or Fast Recruitment. One is specialized in XP (which goes well with settled GGens), and the other in :hammers: for troops (e.g. Heroic Epic city). It's nice to have a single elite troop-producing city, while fast-producing ones are more common and easier to make (but that Heroic Epic shouldn't be wasted on a bad city anyways).

Besides that the only other thing you may want to truly specialize is GPP for wonders, GAs, Corps or other effects.


And why do I say that? Because your best :science: city may also be your best :espionage: city and :culture: city just by changing the sliders. Also :hammers: may be converted into science, gold or culture, and are nice to combine with military cities. Military cities should be able to contribute nicely when you don't need to make more troops, instead of only being good making them. Also your diplomacy will matter much more to what to do in your cities then what exactly they are specialized for:

A :food: city is a good candidate for GPP, but also a good city for drafting;
A :hammers: city may build the army, or may build science, gold or culture;
A :commerce: city will give you what the slider dictates;


So technically Joseph has a better way of handling city specialization then you who defended it: The best specialization is the one you do at the moment. Of course you must not try to make troops on a city with no production, or make the Oxford on your Holy Shrine, but having cities with several different kinds of buildings gives you more versatility to change what to do suddenly. I may don't have a :espionage: city, but if I have plentiful of espionage buildings in several cities, putting my slider in 100% :espionage: for one turn may compensate more then focusing on having at least one city dedicated to espionage (spy specialists and buildings). The same may happen with gold and science: if you change the slider, the cities will contribute a lot differently. Also changing some cities to build gold or science is another way of focusing on these things when the moment is right with cities that could be your fastest unit-producing cities just before.


And an expert on civ will say that your needs may change as slow as several turns, or as fast as within the same turn. Having versatility is the key. But it has a price: The more versatility of cities the more vulnerable in both Technologies and Army Size you'll be (because versatility demands buildings, which are :hammers: not spent on :science: or Troops).


That's why this game is so awesome, because actually all approaches listed in this topic may be good or bad depending on the situation. The best outcome you may take from all of this is that you must learn how to discover exactly what's the best to do at each moment of the game, and the worst strategy is the pre-made, preferred, monotonous one that doesn't care about the changes, just believes in static values (E.g. I always build the Oracle because I like it, or I never put GGens in troops). This may win Noble games. This won't let you survive long in harder games, unless you're lucky enough to have chosen the best strategy for the conditions the game imposed on you.

A wise player once said "If there was only one right way to play the game, you would not be looking at a strategy game. You would be looking at a puzzle - to be solved once and be done with it"

This explains a lot! Thanks Rezca
 
This is a great discussion, and I feel like I agree with everyone. I feel that specialisation is less important, or perhaps that the optimal level of specialisation is lower in RAND than BtS for 2 reasons:

- Cottages do not grow at the beginning of the game. One of the main reasons to have specialist cities in BtS is that cottages take time to grow, and are not very good for anything but commerce. In BtS I will try and start some cottage cities as early as possible, so the cottages can mature as soon as possible and bring in the bulk of my commerce. In RAND cottages do not grow until you get a fair way down the tech tree, so you do not have this impetus.

- There are so many buildings giving commerce, so you want the commerce multiplier buildings everywhere. On BtS my military cities may get a library, but not a university, observatory or bank. They will not generate enough commerce to be worth it. In RAND if I have the resources I will build a jeweller and bazaar (for example) in every city quite early, so they will be generating significant amounts of commerce and will probably want all the multiplying buildings.
 
Yeah, sometimes I forget I'm not playing BTS anymore xD

The approaches I took to BTS I still find myself taking in AND, and they're often not as effective.

Other than a Military Powerhouse, I don't think I've had a city last a WHOLE game in AND as one single focus - unless I just feel like it (Roleplay etc)
As an example, my Great Prophet city usually gets assigned to other tasks once I pop one, but my Culture Cities will often stay that way so I can have a pure pool of Great Artist points to draw from. I love Great Artists ;)
And of course, Border Cities will often play a cultural role to push back rival borders - especially so if there's something inside I want and can't declare war (I.e. defensive pacts causing trouble, it being a vassal of mine, etc)
 
Thanks Spirictum. Thank you again.

I'm a very poor typer and when I make my posts if I don't proof read them several turns I find I've left out parts of my thought train. My 2 finger typing skills negate a lot of my thought process because they can't keep up. And I'm :old: too. And I was born and raised in Missouri..... some of you might know what that means on several layers. :p

JosEPh
 
On that discussion of specialization, I have a question. Do AI understand and use Idle button?

Because that Idle button, until other buttons come along, helps with not building unwanted buildings/units. Wastage of hammers are insignificant compared to idling if it's helpful to economy to not build/train unwanted buildings/units. Then if a city evolve, then adapt as needed.

Hence my question above.
 
On that discussion of specialization, I have a question. Do AI understand and use Idle button?

Because that Idle button, until other buttons come along, helps with not building unwanted buildings/units. Wastage of hammers are insignificant compared to idling if it's helpful to economy to not build/train unwanted buildings/units. Then if a city evolve, then adapt as needed.

Hence my question above.

AI will never use the idle process.

Not that they should. It's usually dumb to idle. You can earn more from building a unit, then disbanding and receiving gold from the disband.
 
AI will never use the idle process.

Not that they should. It's usually dumb to idle. You can earn more from building a unit, then disbanding and receiving gold from the disband.

Wow, a strong exploit. Do AI do just that if needed?
 
Wow, a strong exploit. Do AI do just that if needed?

It's not really an exploit per se, building wealth is more efficient than disbanding units.

Yes, the AI know how to disband units and will do so in financial distress.
 
It's not really an exploit per se, building wealth is more efficient than disbanding units.

Yes, the AI know how to disband units and will do so in financial distress.

Thanks for the tip! Ax Idle button with my blessing :D.
 
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