1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Industrial vs. agricultural cities

Discussion in 'Civ5 - General Discussions' started by Uniform Sierra, Dec 17, 2010.

  1. Uniform Sierra

    Uniform Sierra Warlord

    Joined:
    Oct 24, 2010
    Messages:
    139
    Hello fellow leaders of nations!

    Every civilization I create gets into the same dead-end agricultural focus. All of my towns need food, and despite a granary, watermill, etc. I always end up making farms as opposed to trading posts, mines or lumber mills. My cities starve if I don't, but then all the other civilizations have large industrial cities.

    How do they maintain large populations with little to no agriculture? Is there any way I can maintain a population of 10 to 15 with few farms?

    On a side note, why must I let my population grow anyway? They just reduce my happiness and consume more food. Are they of any use?
     
  2. lschnarch

    lschnarch Emperor

    Joined:
    Oct 7, 2010
    Messages:
    1,296
    1) No, you don't HAVE to let your cities grow. There is a button "avoid growth" (or something like this) in the city screen
    2) More population means more science (1 pop = 1 science)
    3) Try to ally with some maritime city states to get additional food

    General remarks: in many cases it is better to have a trading post on a hill than to have a mine. The costs of opportunity are only 1 hammer, but you gain 2 gold which again can be used for bribing city states or rush-buying.
    Similar it is with farms and trading posts.

    In general the trading post is the most advantageous hex improvement.
    Try to find the right mixture according to your playstyle.
     
  3. Uniform Sierra

    Uniform Sierra Warlord

    Joined:
    Oct 24, 2010
    Messages:
    139
    1 - I know I can avoid growth. That's why I usually stop around 10. I heard a rumor that more population means more people working tiles you have, is this correct?

    2 - Thanks, I was unaware of that.

    3 - How will I know that I'm receiving more food, will an indication appear? How many cities will receive more food?

    The faster you can produce, the faster you can win the game. I don't see how a trading post on a hill is more useful than a mine.
     
  4. Uniform Sierra

    Uniform Sierra Warlord

    Joined:
    Oct 24, 2010
    Messages:
    139
    Nobody has the answers to my questions? Yet over 300 views?
     
  5. Malkaviel

    Malkaviel Prince

    Joined:
    May 17, 2009
    Messages:
    338
    They just nerfed food income from maritime city states. Ally is never less than +1food per city and +3 food in the capital per allied maritime CS. I honestly didn't pay attn yet to how much it improves with successive eras.

    On a standard size map, By end game I "usually" have 3 or 4 size 15ish cities, a handful of 9ish and the rest just kinda 5 or 6 probably puppets. I'm a big fan of specializing cities, so the big ones will be..

    1 with massive science, best location i can find for observatory, jungles, add national college, public school, etc. This city is usually between 1/3 and 1/2 my science income.

    1 that makes alot of food. This is a GP generator with garden, specialists, I usually buy the buildings here because production sucks.

    1 or 2 (usually capital is 1 of these with commerce policies) that focus income.

    The 9ish ones usually focus production. It's pretty easy by modern era to have a 9-11 size city with 80-100 production. Also these produce units. I don't build many wonders generally, but if I did, could do that in these, too.

    And the rest are just meh.
     
  6. Uniform Sierra

    Uniform Sierra Warlord

    Joined:
    Oct 24, 2010
    Messages:
    139
    You can't transfer one city's food to another so what's the point on making it's focus food?
     
  7. Ddude97

    Ddude97 King

    Joined:
    Sep 4, 2008
    Messages:
    761
    So it will grow and have more population.
     
  8. Malkaviel

    Malkaviel Prince

    Joined:
    May 17, 2009
    Messages:
    338
    So you can make great people faster...
     
  9. Nouco

    Nouco Warlord

    Joined:
    Oct 5, 2010
    Messages:
    125
    you need to have happy people, if they are not happy city's will not grow.
     
  10. Uniform Sierra

    Uniform Sierra Warlord

    Joined:
    Oct 24, 2010
    Messages:
    139
    You're contradicting yourself. If you want your population to grow you need it to be happy, but if it grows the happiness decreases, and then the population won't grow.

    :lol:

    Anyway, I'll experiment tonight, hopefully I can get a city in some hills.
     
  11. Babri

    Babri Emperor

    Joined:
    Apr 16, 2010
    Messages:
    2,449
    Location:
    Pakistan
    Focus on :c5food: = More :c5citizen: = More :c5production::c5gold::c5science:
    Usually I don't focus on :c5food:. I let the city grow normally.
     
  12. Soronery

    Soronery Prince

    Joined:
    Oct 3, 2010
    Messages:
    457
    1 Hammer > 2 gold.
    Monument =40 hammers or 280 gold it takes 7 times more gold to buyout a monument.
     

Share This Page