Bibor
Doomsday Machine
Teh new CIV5 features:
Population growth is slower.
Hammer production is lower.
Gold production is lower.
Science is not about worked gold.
Unique resources (horses for example) are not always "best to be worked".
Buildings, puppets and units cost gold. Lots and lots of gold.
That said, city specialization is key. Also, don't get fooled by the 3-hex radius. Locations should be chosen by resources > riversides > strategic points.
If you have 5 cities, they should be specialized in:
- One in producing Culture and Wonders (production)
- One in producing land military (production)
- One in producing gold
- One good coastal city (possibly with 3+ sea resources) for trade routes and navy
- One focusing on production and food (and thus science).
My biggest mistake in my first game (although won on King) was to build everything everywhere. Simply don't. The only six universally applicable buildings that should go to every city are:
- Monument (that 2 culture is worth it, compared to 1 gold maintenance).
- Colloseum (best gold/hammer/happy ratio)
- Marketplace (costs no upkeep)
- Bank (costs no upkeep)
- Library (pays itself off after city reaches 4 pop)
- Granary (one more pop beats 1 gold maintenance).
Don't have 15.258 workers. One per two cities is quite enough. If you grab new ones from an enemy, disband them after they did their job (usually building a /rail/road to the new frontline). Workers add to unit maintenance. Two disbanded workers might be worth 7 or more GPT.
Build units that require resources first. These are the most powerful over all eras. Archers, anti-tank guns etc. are the poor man's choice. After you run out of resources to build units, think twice before building more, because units cost lots of mainenance.
Don't throw money at city states except on rare occasions. An upgraded trebuchet to artillery will do more good for your diplomacy.
Don't be dumb like me and do ignore liberty. The bonuses from that tree are laughable compared to benefits of other (later) trees.
When going offensive, be sure to bring a settler or two. If the taken city has no obvious wonders or if its culture radius is not exceptionally large - raze it. You just saved yourself 5 gpt, useless buildings upkeep in that city as well as 20-30 turs of unhappy people empire-wide.
Trade away strategic resources you don't use to civs on other continents for gold. 5 horses you don't use are 5 horses wasted in gold.
(by KingMorgan): Sell your spare happiness resources for 10gpt (300g for 30 turns). 300 gold in the BCs is worth 900g in the ADs.
Do research agreements with those who are at least semi-trustworthy. Unlocking unit upgrades and wonders is worth more those mere 250-350 gold.
Use tile improvements wisely. A single fort saving that (three-times-upgraded-for-gold) rifleman's butt is worth more than a 100 turns of trade camp activity on the same tile. Multiple roads around your chokepoints deserve the same praise.
Having two harbors (6 GPT) connecting two cities might be cheaper than building a long road between them.
Every 100 turns or so check your empire's (rail)road network and re-optimize if possible. Workers can destroy (rail)roads in friendly territory. If a former choke point with 12 hexes of (rail) roads is no longer a choke point, kill all the useless (rail)roads.
A single artillery unit (catapult+) garrisoned in a city is worth more than a city walls/castle/military outpost in effects of both damage and GPT expenditure. It's also mobile and upgradeable and can earn experience. These buildings are pretty much useless, except if you're playing a purely defensive game and you have just-this-one-lol-city that takes all the punishment.
A single caravel will pay itself off multiple times by discovering natural wonders and other civilizations. If the map allows it, send after the caravel a lone mounted or foot unit you can spare (embarking) to grab any possible subcontinent / island ruins or barb encampments. It might even be worth it to rush-buy the caravel.
If two cities can work either one or two gold (silver) mines, have onecity work both mines and have it build a MINT (as well as a marketplace and bank).
Having one city build all the land unit buildings (Barracks/Armory/Arsenal/Forge/Military academy) costs 1070
and 12 GPT when all finished. This city, building nothing else but basic buildings, military buildings and units (plus possibly having a militaristic city-state for extras) will take care of building all your units through the course of the game. There might arise a situation when you need additional units, but don't build buildings to make them. Rather, don't let this military city produce anything else. Keep pumping them out. It's much better to have surplus gold and to upgrade existing units.
Larger city doesn't automatically mean "better city". Happy resources work only to a certain limit. For the extra pop you need buildings. After the Colloseum and Circus, every next pop costs slightly more than 1 GPT to keep happy, which basically means -1 gold per worked tile. Thus, working tiles with less than 4 yields becomes questionable. Or, in other words, maybe it's better for another city to work that silver mine with mint then this sheep or horses in this city right here.
Population growth is slower.
Hammer production is lower.
Gold production is lower.
Science is not about worked gold.
Unique resources (horses for example) are not always "best to be worked".
Buildings, puppets and units cost gold. Lots and lots of gold.
That said, city specialization is key. Also, don't get fooled by the 3-hex radius. Locations should be chosen by resources > riversides > strategic points.
If you have 5 cities, they should be specialized in:
- One in producing Culture and Wonders (production)
- One in producing land military (production)
- One in producing gold
- One good coastal city (possibly with 3+ sea resources) for trade routes and navy
- One focusing on production and food (and thus science).
My biggest mistake in my first game (although won on King) was to build everything everywhere. Simply don't. The only six universally applicable buildings that should go to every city are:
- Monument (that 2 culture is worth it, compared to 1 gold maintenance).
- Colloseum (best gold/hammer/happy ratio)
- Marketplace (costs no upkeep)
- Bank (costs no upkeep)
- Library (pays itself off after city reaches 4 pop)
- Granary (one more pop beats 1 gold maintenance).
Don't have 15.258 workers. One per two cities is quite enough. If you grab new ones from an enemy, disband them after they did their job (usually building a /rail/road to the new frontline). Workers add to unit maintenance. Two disbanded workers might be worth 7 or more GPT.
Build units that require resources first. These are the most powerful over all eras. Archers, anti-tank guns etc. are the poor man's choice. After you run out of resources to build units, think twice before building more, because units cost lots of mainenance.
Don't throw money at city states except on rare occasions. An upgraded trebuchet to artillery will do more good for your diplomacy.
Don't be dumb like me and do ignore liberty. The bonuses from that tree are laughable compared to benefits of other (later) trees.
When going offensive, be sure to bring a settler or two. If the taken city has no obvious wonders or if its culture radius is not exceptionally large - raze it. You just saved yourself 5 gpt, useless buildings upkeep in that city as well as 20-30 turs of unhappy people empire-wide.
Trade away strategic resources you don't use to civs on other continents for gold. 5 horses you don't use are 5 horses wasted in gold.
(by KingMorgan): Sell your spare happiness resources for 10gpt (300g for 30 turns). 300 gold in the BCs is worth 900g in the ADs.
Do research agreements with those who are at least semi-trustworthy. Unlocking unit upgrades and wonders is worth more those mere 250-350 gold.
Use tile improvements wisely. A single fort saving that (three-times-upgraded-for-gold) rifleman's butt is worth more than a 100 turns of trade camp activity on the same tile. Multiple roads around your chokepoints deserve the same praise.
Having two harbors (6 GPT) connecting two cities might be cheaper than building a long road between them.
Every 100 turns or so check your empire's (rail)road network and re-optimize if possible. Workers can destroy (rail)roads in friendly territory. If a former choke point with 12 hexes of (rail) roads is no longer a choke point, kill all the useless (rail)roads.
A single artillery unit (catapult+) garrisoned in a city is worth more than a city walls/castle/military outpost in effects of both damage and GPT expenditure. It's also mobile and upgradeable and can earn experience. These buildings are pretty much useless, except if you're playing a purely defensive game and you have just-this-one-lol-city that takes all the punishment.
A single caravel will pay itself off multiple times by discovering natural wonders and other civilizations. If the map allows it, send after the caravel a lone mounted or foot unit you can spare (embarking) to grab any possible subcontinent / island ruins or barb encampments. It might even be worth it to rush-buy the caravel.
If two cities can work either one or two gold (silver) mines, have onecity work both mines and have it build a MINT (as well as a marketplace and bank).
Having one city build all the land unit buildings (Barracks/Armory/Arsenal/Forge/Military academy) costs 1070

Larger city doesn't automatically mean "better city". Happy resources work only to a certain limit. For the extra pop you need buildings. After the Colloseum and Circus, every next pop costs slightly more than 1 GPT to keep happy, which basically means -1 gold per worked tile. Thus, working tiles with less than 4 yields becomes questionable. Or, in other words, maybe it's better for another city to work that silver mine with mint then this sheep or horses in this city right here.