I hate cottages

Ibian

King
Joined
Dec 13, 2007
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As the title says, i hate cottages. Really. As in jump up and down and stomp on them kind of hate. They are annoying to grow and i dont even like how they look.

With that in mind, does anyone have a decent way to avoid using them and/or a link to a guide? I have my own ideas, but they are still in the early testing stage.
 
Do a search for threads/posts by Acidsatyr or Mutineer.

Those guys had a healthy contempt for the cottage.
 
I like how they look, make my land seem more populated. Especially the modern towns, which look like small cities.
 
There was also a succession game where cottages were forbidden and had to be all pillaged before conquering a city. Maybe try to find that one.
 
Here is what im thinking.

Lots of farms in every city. Food resources and floodplains equals scientists (will be running caste system and representation (only making pyramids if i have access to stone, takes too long otherwise)).

Grassland and hills equals production. Hills have a higher hammer yield than specialists, so food is less important here. That and the limit on the number of engineers effectively gives production cities a lower useful food cap than the others.

The first city with high initial food production i found after my capital will make priest specialists and otherwise work the land until i get a few great prophets so i can make the special building for whatever religions i found. After i get enough of those it switches to regular production as per above.

I need 2 production cities. One that focuses on building wonders and great people, and another that focuses on military units. The rest will focus on science.
Ironworks goes in the military factory, as the other city should have enough hammers to build most of the wonders i want (it will likely be my capital so thats a 50% hammer bonus (except in wartime (which i dont plan on doing before i build up a solid infrastructure))). There is such a thing as too many hammers in a wonder city (once they are all built), but you can never have too many in the military city (especially since great engineer wonders can be built here if i dont feel like fighting).

On great people:
I need a few great prophets right out of the gate, which is why im building them. I DONT specifically need them after that, which is why i dont build a great prophet wonder in the city that makes them.
Any extras i get will be settled in my military factory since they provide a nice amount of free hammers.

I need a great scientist for every city. This will eventually come on its own since im running a lot of mostly scientist specialists, so ill just be patient here.

After that, all the great people are on par. Engineers and prophets will be settled in my military city, scientists in my top science city, spies will give me espionage for the first test subject for my war machine, artists will help border wars if i need it and be bulbed otherwise, and merchants are of course universally useless (they need some kind of boost imo (especially the normal specialist merchants)).

Still deciding on leader traits but i have the rest of the day for that before i begin.

This will be my first real game. I just dusted it off a week-ish ago after having it shelved for years. Curious how its gonna go.
 
Pillage every cottage on the map. That way no one will be able to out-tech your hillbilly civ.

:rotfl:

Yes, look for games by Acidsatyr. Obsolete's style is fairly non-traditional but also works great when played out properly.

Games can be won without building a single cottage. My highest-scoring Warlords game was with Kublai and I never built a single cottage.
 
Pillage every cottage on the map. That way no one will be able to out-tech your hillbilly civ.

:lol: :lol: :lol:

That is great advice and an interesting play style!!!

Seriously a few comments about hating cottages
1) I hate then too. In fact I hate hamlets and villages. I absolutely love river side towns with levees while running free speech and universal sufferage.
2) Don't build them. You can either run a SE or a trade economy (providing yor have predominantly coastal cities).
3) If you start with no coastal cities wonderspamm in the capital and settler GPs there. It works!
4) Build an army right away and pillage/raze all enemy cities. This works to a certain extent but keep the shrined holy cities. Also make sure you take out all financial leader ASAP
5) Speaking of which, go after a bunch of religions and get alot of shrines. Then keep the science slider near 100%.
 
If I was you I would look more at settling specialists in the capital. If you want to wonder spam there for gpp then you need hammers. Great; scientists, engineers, prophets all give this when settled.

Everything else seems pretty sound. If i was playing i would only settle your GG in your unit factory. Just get a good city with lots of hammers. No need to run any specialists there or build any buildings besides granary, barracks, cournthouse, stable, and health buildings.

Your high promoted units will come from 1 city and after your done building wonders the capital can mass produce many units in 1 or 2 turns.

Check out some of Obsolete's walkthroughs. He has a very focused super capital SE type economy. Its fun to know that your capital it out producing some entire countries. :lol:
 
Cottages are okay, but so is playing a game without using them. Specialist economy is powerful, and you can also get lots of commerce from sea tiles, special resources, and certain other worked tiles.
 
I can't stand cottages either! My favorite tile is the flood plain so that at least I can plop a cottage on those, otherwise I feel these are so slow and do nothing for city growth on most tiles. I always feel pressured to work the cottages yet I need production, growth, specialists, everything else. I play more of a specialist economy mostly now because of this, and it actually feels like a more natural way to play (scientists give me research, merchants give me money, etc.)... that way I can focus on getting growth and production from the land.
 
Strangely, OP, I share your hatred of cottages. I can just about stand them in a Bureaucracy capital though, but even this feels wrong. Elsewhere I just can't bring myself to build them instead of farms, even when I know I should, and this is partly why I can't bring myself to try a CE again.
 
Yeah cottages is a penance since you want food and hammers, compensate by claiming all the gold and gems. ^^
I feel less "bad" about fp cottages or cottages in non-production cities, but my martial cities look down on those common folks in their little hamlets and villages. :p
 
The thing about running specialists is, they can be instantly switched to work hills instead. Science cities will be able to switch to production mode and build a university in half the turns a cottaged commerce city would need, and specialists are every bit as powerful as towns when you use the right civics.
 
The thing about running specialists is, they can be instantly switched to work hills instead. Science cities will be able to switch to production mode and build a university in half the turns a cottaged commerce city would need, and specialists are every bit as powerful as towns when you use the right civics.

There's an easy solution, have a few mines, farms or food resources in your cottage city until US.
 
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