I play on Noble and as you can see I do not optimize the micro-management, but even with my meager skills, I'm able to get quite a lot out of Hannah's super city.
Game settings: no acheron, compact enforced, no hell terrain, barbarian world, all unique features, map size normal, custom continents, 3 continents. Game speed: normal.
(I think that civs whose advantages have to do with resources -- Lanun, Khazad, etc. -- benefit from compact enforced, and those whose power comes from the holy war -- bannor, elohim, sheaim -- lose some power when the compact is enforced. No hell terrain tends to make the AI not research Esus and Ashen Veil.)
Hannah's traits are financial and raiders. Raiders will help you conduct quick wars (but the stooges and any werewolves will not have the promotion). Financial will help a super city, especially on the water. In squares already producing 2 coins, financial gives you a third. Note -- all coast squares and the majority of ocean resources produce at least 2 coins.
The idea is to build the slums and the Heron Throne in a coastal city: work a three tile fat cross, and generate hammers in your sea squares. You will fear barbarian boats, which can take away your tile improvements, but not land forces, and you get a boat hero with Optics.
Example:
Here is my city at turn 23. I have not yet built the pirate coves, which generate both coins and hammers. The site has only one sea resource (not pearls) and no land resources. It even gives up one square to make room for a mana node
Here is my city at turn 270. I am at war and have population 14 in my super city, which has the necronomicon and an asylum. The asylum generates 1 unhappy, 15 percent research, and most importantly, 1 great prophet GPP. I will only build lunatics (and one or two priests) in the city.
The city is generating 48 beakers. I also show the unhappiness index because, if you play at a higher difficulty level, you will need to build more happy buildings by this point.
I am running at an economic loss as I sweep through the orcs with my lunatics and hill giants and swordsmen.
Note the pirate coves are generating hammers, food, and coins.
Here is my city at turn 398. It has a population of 27 and is generating almost 250 beakers.
Here is the city on its final turn. It took me two turns to build the Tower of Mastery because I underestimated the gold I needed. I had saved my great people for the building of Blood of the Phoenix and had sufficient GP to start a golden age with two followed by a golden age with three. That was five turns before this screen shot. I had a great engineer with immortality and about 9000 gold, but was a few gold short of building the Tower even after using the engineer twice.
My civ is generating 1875 beakers and 2005 gold. I have most of the holy cities and a massive quantity of mana.
Again, at a higher difficulty level, I would need to build more happiness and health buildings here.
Game settings: no acheron, compact enforced, no hell terrain, barbarian world, all unique features, map size normal, custom continents, 3 continents. Game speed: normal.
(I think that civs whose advantages have to do with resources -- Lanun, Khazad, etc. -- benefit from compact enforced, and those whose power comes from the holy war -- bannor, elohim, sheaim -- lose some power when the compact is enforced. No hell terrain tends to make the AI not research Esus and Ashen Veil.)
Hannah's traits are financial and raiders. Raiders will help you conduct quick wars (but the stooges and any werewolves will not have the promotion). Financial will help a super city, especially on the water. In squares already producing 2 coins, financial gives you a third. Note -- all coast squares and the majority of ocean resources produce at least 2 coins.
The idea is to build the slums and the Heron Throne in a coastal city: work a three tile fat cross, and generate hammers in your sea squares. You will fear barbarian boats, which can take away your tile improvements, but not land forces, and you get a boat hero with Optics.
Example:
Here is my city at turn 23. I have not yet built the pirate coves, which generate both coins and hammers. The site has only one sea resource (not pearls) and no land resources. It even gives up one square to make room for a mana node
Here is my city at turn 270. I am at war and have population 14 in my super city, which has the necronomicon and an asylum. The asylum generates 1 unhappy, 15 percent research, and most importantly, 1 great prophet GPP. I will only build lunatics (and one or two priests) in the city.
The city is generating 48 beakers. I also show the unhappiness index because, if you play at a higher difficulty level, you will need to build more happy buildings by this point.
I am running at an economic loss as I sweep through the orcs with my lunatics and hill giants and swordsmen.
Note the pirate coves are generating hammers, food, and coins.
Here is my city at turn 398. It has a population of 27 and is generating almost 250 beakers.
Here is the city on its final turn. It took me two turns to build the Tower of Mastery because I underestimated the gold I needed. I had saved my great people for the building of Blood of the Phoenix and had sufficient GP to start a golden age with two followed by a golden age with three. That was five turns before this screen shot. I had a great engineer with immortality and about 9000 gold, but was a few gold short of building the Tower even after using the engineer twice.
My civ is generating 1875 beakers and 2005 gold. I have most of the holy cities and a massive quantity of mana.
Again, at a higher difficulty level, I would need to build more happiness and health buildings here.