Help granaries

fwfessly

Chieftain
Joined
May 11, 2004
Messages
41
Hi
A started a game of civ and well it is the first time i lost the race with the pyramids.

So i decided to continue playing. But i am having a few difficulties.
When is the best time to build granaries?
1) for your first 5 cities?
2) cities 6-10?
3)higher than 10?

At the moment i have just under 30 cities and can expand with 3 more cities any recommendation for which gov i should be?
Thanks
 
Some people like to build granaries before kicking their first settler out. I usually do it after getting a town or two going, in my settler factory. Or if I don't have one, the city(s) that's producing settlers and/or workers. It's ridiculously easy to max your pop out at 12, so I tend not to build them. But I'm also rethinking that strategy.
 
i think im in the (small) minority but i often whip my population into producing a granary as soon as the population hits size 3 for the first time in despotism.
 
I have tried different approaches and it seems to me like granary before settler usually is preferable.
 
If i can make a settler factory, i will build a granary first. Usually building the granary takes roughly the same amount of time as growing to the needed size. Settlers then take 4/6 turns. It would be much too wastefull to first use more than 10 turns for 1 settler.

If i have a settler fectory, i will build granaries in other cities after producing a worker. If i do not have a settler factory, i will first produce settlers.
 
Three warriors before your first settler? :eek: This will not serve you well on higher levels.
 
i guess i have the strangest way, i build lots of settlers from my capitial, then every city after this goes spearmen, settler,sometimes a settler, worker, buildings
 
bob rulz said:
Three warriors before your first settler? :eek: This will not serve you well on higher levels.

whatever level you're playing...if it's not an arch-map and if you're not an exp.-civ... you'll need a few early warriors to expand your map and to pop thoose goody huts.
 
Colonel said:
i guess i have the strangest way, i build lots of settlers from my capitial, then every city after this goes spearmen, settler,sometimes a settler, worker, buildings

I guess this makes me strange too then ;)
I'll just build settlers from almost any city that is reaching size 3 in time and has half decent food and shields, the more the better :)
I do neglect the use of graneries a bit though, i'll need to work on those.
 
i buld barracks, spearman, settler, worker buildings in all new cities.. and have been doing it ever since civ 2 (ofcourse in civ 2 it was 2 settlers), i'll build a granary here and there, usually i bulid them after i get some culture buildings, but generally i leave it till the end.
 
bob rulz said:
Three warriors before your first settler? :eek: This will not serve you well on higher levels.


it worked very well in the current emp game I am playing, I was able to beat the arabs to a source of iron and block a good sized portion of the continent from the zulus and the greeks. no iron meant an early death to the arabs by celts : )
 
Early in the game it depends on the potential of my capital, if it can become a settler factory I'll build the granary first and then a settler, if it can't I'll build a settler to found a settler factory and build a granary there and in any other settler producing cities. Later in the game (after hospitals become available) I'll build them in 12+ pop. cities for faster growth.
 
somwhere after the first settler in my capital, depends on how much food i have in my capital
 
I've found that building barracks before being able to build spears/horses to be a complete waste of time, especially in *all* cities. Those shields would be much better invested in granaries and regular warriors. That one extra HP does very little when fighting against barbarians. If you run into one, you should win almost every time. If you pop a horde, you're dead anyway. But being able to send out a settler or a warrior two turns earlier can make the difference between having control over a resource or a choke point and falling into a pit that takes half an age to dig out of. Not to mention the GPT that barracks takes out of your treasury at a stage of the game where it might mean waiting several turns before a crucial tech is researched. I never build barracks until I'm about to go to war and I need to start building/upgrading units in my factory cities. Extra HP's for warriors whose job is to explore, sleep in towns on MP dury, and eventually be disbanded for a few shields, is not worth very much.
 
danz said:
Not to mention the GPT that barracks takes out of your treasury at a stage of the game where it might mean waiting several turns before a crucial tech is researched..


You don't have to pay maintenece in depotism do you? :eek:
 
Building maintenance is a fact of life under all government types. There was a buggy version of Feudalism that had 0 maintenance, and some wonders make some types of buildings free of charge, but under normal circumstances, lots of barracks early on will be a big drag on your economy and really cut down on your trading and research options.

At higher levels of play (Emperor++) the only things I build at the very beginning of a game are granaries and sometimes temples (if I'm religious and lacking in luxuries).
 
Yes, it cost gold to maintain anything not granted by a wonder.

I usually build 3-4 warriors, then granary, then settler. The warriors reveal the map, pop GH's and make early contacts. It seems to work well on Monarch.
 
I build my first settler right after a warrior, then I get a spearman or an archer, or both, another settler, then a granary usually.
 
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