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Granary?

Discussion in 'Civ3 - Strategy & Tips' started by Scrivener, Feb 14, 2007.

  1. Scrivener

    Scrivener Chieftain

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    Hail everyone! Should I build a Granary in every town? I'm going to play a game on a huge map, all other items random, and my goal is to win a Diplomatic or Space Race victory (the other types will still be available). I will propably space my towns about 3-4 squares apart. I'm playing Civ3 Vanilla. Is this enough information for a reasonable answer or is more detail required?

    A loyal servant,
    Scrivener
     
  2. vmxa

    vmxa Deity

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    In a word, no. Best to put them up in place that can get good use out of them. Those with food bonus and will not be need to build units for awhile.

    I prefer to only have a few of them as they cost shields and time. That is if I even have Pottery. Mostly I won't have it for some time.
     
  3. princemackenzie

    princemackenzie Chieftain

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    It's probably easier to say "it depends" - if you need faster growth in these towns - towns that don't have a lot of access food supply (plains towns, deserts, oceans) need them to grow truly huge. If a town has a lot of excess food (flood plains, grasslands, cattle, wheat) then it probably doesn't need one.

    The lesson is: in settler factories and towns that struggle for food (that are low-corruption and will benefit from higher pop) then I build one. In distant, high-corruption towns, they are wholly unnecessary, as you don't need more population that isn't going to help.
     
  4. dbarandiaran

    dbarandiaran Chieftain

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    what level are you playing at? at higher levels, you should want to build a granary early in one of your first cities to pump out the settlers. this is the best use for a granary. if you want a granary in every city, wait until the AI builds the pyramids, then take it from them :)

    good point made by princemackenzie about cities struggling for food in the non-corrupt region... i will remember that :)
     
  5. Sir_Lancelot

    Sir_Lancelot Emperor

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    Your game will last until the modern age, and you'll probably have time for peaceful building. I would give granaries high priority, but your situation will perhaps dictate other priorities. Build granaries when you can, if there's not something else urgent.
     
  6. AutomatedTeller

    AutomatedTeller Frequent poster

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    I usually have between 1 and 4 cities with granaries, depending on the size of the map.
     
  7. Abegweit

    Abegweit Anarchist trader

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    This is completely backwards. Specialise your cities. Build granaries in your high-food towns. Build barracks in your low-food ones. You want settler factories, worker factories and unit factories. The same city can often serve dual purpose as both a settler and a worker factory.

    The way to grow your low-food cities is to fold in workers pumped out by your worker factories. When a worker is trained, send it to improve a tile, then merge it into the city just improved. Your civ will grow far faster this way - and be more powerful too.
     
  8. Sir_Lancelot

    Sir_Lancelot Emperor

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    You limit yourself to found 4 cities? :p

    A granary is expensive for a little town, but this investment doubles the growth speed. You don't care?
     
  9. AutomatedTeller

    AutomatedTeller Frequent poster

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    *grins*

    no, I mean I usually only have 1 to 4 cities with granaries. The rest of the core build markets for happiness, barracks or libraries/univerisites/harbors, then units. Usually, by that time, they are big enough that a granary is not that useful anymore.

    A granary is a barracks and an archer - for a miltaristic civ, it's a barracks and a sword and a 1/3 of a sword.

    It's a lib and 1/4 of a market.
     
  10. Sir_Lancelot

    Sir_Lancelot Emperor

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    It's a question about preferred strategy. For a warmonger game, none (or few) granaries are needed. For a builder like myself, granaries are must-have. :)
     
  11. RFHolloway

    RFHolloway Analyst in the UK

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    A granary doubles your food. - so you need a high food city. It also takes 60 shields, so the production shouldn't be too slow either.

    If the shield production is low (under 5ish), build a settler instead, and probably don't build it if your surplus food per turn is lower than three
     
  12. AutomatedTeller

    AutomatedTeller Frequent poster

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    I'm actually a pretty extreme builder. The thing is, if you are going to build a granary in every city, just build the pyramids - they are a lot less expensive, you get free granaries, you get a culture boost, and you get extra money after 1000 years - plus, you can build something else instead of the granary.
     
  13. MAS

    MAS Deity

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    They cost 60 shields and cost 1gpt upkeep, they are useful until the city reaches its growth cap, after that they just waste gpt.

    They are only really worth it in settler and worker pumps because those cities will be reduced in population all the time, and thus not hit their growth cap.

    I usually build granaries in additional cities when I get close to steam, so I can start pumping workers for rails. They are build very quickly because my cities are already at max production when this happens. Once I have enough workers, I sell them again.


    It is much more efficient to set up a constant worker pump and join these workers in slow growing cities. But often enough, I have other priorities, and once I have the time to pull this off, most of my cities have grown on their own.
     
  14. Desertsnow

    Desertsnow πr²

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    In general, I don't need a granary in every city. I build granaries in my slow-growth towns, to give them a kickstart (once they're decently defended), and in my fast-growth towns, to make them into efficient settler factories.
     
  15. Abegweit

    Abegweit Anarchist trader

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    Worker factories are what make your slow-growth cities grow fast, not granaries.
     
  16. MAS

    MAS Deity

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    Lets say you have a city in the middle of plains. Once irrigated, it will haev enough food around to reach size 12, but only at +2 food each turn.
    Without a granary, it takes 20 turns to grow from size 7 to 8 and 120 turns to grow from size 7 to 12
    With a granary, it takes 10 turns to grow from size 7 to 8 and 60 turns to grow from size 7 to 12

    Lets say you have an other city, that can pump 1 worker every 2 turns. It will take this city 10 turns to create 5 workers. Joining these workers in the former city will make it grow from size 7 to 8 in 2 turns and 7 to 12 in 10 turns.

    So:
    With a granary: 60 turns
    With a worker pump: 10 turns

    Why chose the granary?

    Well, ok, maybe if you are unlucky enough to not have any cities at all that have enough food to be worker pumps...
     
  17. Taras Bulba

    Taras Bulba gone

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    im not sure if it was mentioned before, but what level of difficulty are you playing on. if chieftan i would say just go ahead and build em in all cities, for it helps them grow faster, but if you are on one of the harder levels, as said before, you won't need as many
     
  18. Kool Keith

    Kool Keith Warlord

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    Interesting. I'll have to try this on my next game.
     
  19. Desertsnow

    Desertsnow πr²

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    I do that too, particularly in my worst cities, too slow even to make a granary worthwhile. I figure that's all that they'll be good for for a while.
     
  20. Abegweit

    Abegweit Anarchist trader

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    I remember one city we had in an SGOTM which was stagnant at size 6. However, it had several coastal tiles available. Instead of working the coast and wasting our valuable production, we just kept merging in workers. It pooped out at size ten. At the peak, we had three worker pumps in that game (one was a converted settler factory with high shield tiles given over to other cities). Very profitable. I don't think any other city had a granary. There's too much other stuff you need to build to waste 60 shields and 1 gpt on a slow-growing town.
     

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