I seem to recall a few posts in which people have mentioned high production cities - citing eg. 50 or 100 hammers. I'm wondering how you can do that.
My own experience tends to be: It's rare to get a good city site that has more than 3-4 hills. With mines that might give you, typically say, 12 shields. What else is there? Well...
1. Workshops don't look sensible until you get state property coz of the food loss. (And even with state property, I find myself reluctant to start developing a city in a way that relies on me forever keeping the same civic. So - no workshops).
2. Watermills are mostly irrelevent because - well, if there's a river right by the city I'd likely have made it a commerce city, not a production city in the first place! More likely there's a river just on the edge of the radius, and I'm using those couple of fresh-water squares for farms to compensate for the lack of food on the hills.
3. Forest/lumbermills are also irrelevent - I probably chopped them all down in the early game for the hammers. And I don't see much sense in leaving land undeveloped for ages just in the hope that a new forest might spontaneously grow on it.
In practice what that means is that my supposed high production cities have at most, say, 15 hammers base production plus whatever extra the buildings give it. I get the impression from reading these forums that that's way below what some other people typically achieve. So am I missing something obvious?
In fact it's very rare that I have a purely production city - usually it ends up as a production/commerce city because in the early-mid game I put cottages on some of its grassland/plains coz - well, there was nothing else sensible to build on them! (And by the time I have state property to make workshops feasible, those cottages have become villages or towns so I don't want to get rid of them!). Evidently I'm doing something different compared to people who do have nearly-pure production cities...?
[Edited - grammar etc]
My own experience tends to be: It's rare to get a good city site that has more than 3-4 hills. With mines that might give you, typically say, 12 shields. What else is there? Well...
1. Workshops don't look sensible until you get state property coz of the food loss. (And even with state property, I find myself reluctant to start developing a city in a way that relies on me forever keeping the same civic. So - no workshops).
2. Watermills are mostly irrelevent because - well, if there's a river right by the city I'd likely have made it a commerce city, not a production city in the first place! More likely there's a river just on the edge of the radius, and I'm using those couple of fresh-water squares for farms to compensate for the lack of food on the hills.
3. Forest/lumbermills are also irrelevent - I probably chopped them all down in the early game for the hammers. And I don't see much sense in leaving land undeveloped for ages just in the hope that a new forest might spontaneously grow on it.
In practice what that means is that my supposed high production cities have at most, say, 15 hammers base production plus whatever extra the buildings give it. I get the impression from reading these forums that that's way below what some other people typically achieve. So am I missing something obvious?

In fact it's very rare that I have a purely production city - usually it ends up as a production/commerce city because in the early-mid game I put cottages on some of its grassland/plains coz - well, there was nothing else sensible to build on them! (And by the time I have state property to make workshops feasible, those cottages have become villages or towns so I don't want to get rid of them!). Evidently I'm doing something different compared to people who do have nearly-pure production cities...?
[Edited - grammar etc]