Is your Capital generally a good location to build your Guilds?

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Dec 11, 2005
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My capital is next to a river. Should I build all of my guilds here? Should I build each of my guilds in different cities?

Thanks in advance
 
Generally I would suggest building all guilds in a single city.

I think that you should probably built it in a city with good growth and adjacent to a river for one reason.. Gardens.

You should also built the National Epic in the city with the Guilds.

But the good thign about the Guilds is they can me moved to another city if you feel you made a mistake.
 
I think it's better to build them all outside of you capital on a different river city with good food. I like to have my capital more production oriented.
 
While worked, guild specialists generate raw culture and science (after Rationalism/Secularism). I prefer to put all guilds in the capital so Hermitage and National College are multiplying both raw outputs respectively.

If this delays getting the guilds running, I feel that's ok since when I really want all that culture is after Hermitage and when I've adopted an ideology.
 
There are so many factors that go into this.... I hope this makes sense. If you are going tradition and have a good coastal capital with a river, then I would put the guilds in the capital 100% of the time. If it's a land capital, then I would not put all the guilds there, if any. This is doubly true if you have a mountain, Hermitage be damned, growth is more important. On the flip side, if your capital is garbage, and has nothing but a river, then I would put the art buildings there, and move NC somewhere else. I also might not start tradition at all. Never build guilds in a non-river city, unless you are Indonesia.
 
While worked, guild specialists generate raw culture and science (after Rationalism/Secularism). I prefer to put all guilds in the capital so Hermitage and National College are multiplying both raw outputs respectively.

If this delays getting the guilds running, I feel that's ok since when I really want all that culture is after Hermitage and when I've adopted an ideology.

+National Epic and Leaning Tower in your capital (at least usually) makes it especially good
 
Its sounds its a good idea for you to put all the guilds in the capital and run them full time for maximum great people.

However if you got another city able to get a garden you may think about getting guilds in that city to however remember the faster you get your guilds up the better.
 
I've been in the situation where I had all my guilds in my capitol, but my population wasn't high enough to work all 6 guild slots without starving or stagnating the city. Since then I've generally put 1 in each of my 3 largest cities. I should probably rethink that somewhat. All the previous answers show that there isn't 1 best solution, it's highly dependent upon where you start and where you settle.
 
I definitely like to have my capital by a lake or river, and on a hill, to be able to get all my garden and guilds and any GP buildings as quickly as possible, and have them working as efficiently as possible.
 
I normally try to focus on population growth/food in my capital so all of my guilds go there. I load up all of the specialists except merchants once I have 18+ pop and still try to be growing a little.

Once in a while I find that my capital spot is good but a nearby location would be much better for specialists and if I can manage to settle it without a.i. interference I will make it the specialist city. Playing as Russia or Sweden I have had this happen a few times with tundra starts.

I will say that it is best to put all of your guilds in one city for the national monument and for that city to be on a river for the garden.
 
What I usually do is,before my capital can afford 6 artist slots,build one or two guilds in my capital,and build the other guild(s) in my second largest city,so that I can fill all of the slots,once my capital is large enough,and right after the GA/GM/GW is born in my second city,delete that guild and build in my capital,at that time you can build it really fast plus you don't waste points on the counter.
 
I like to build all my guilds in one city, whether or not the Capital, and I want that city to have the following traits:

- Coastal (for Food Ships)
- River (for Garden)
- Good Growth
- Decent Production (for at least the Hermitage, possibly National Epic)

I will also make a Science-oriented city (whether or not the same one) with the following:

- Good Production very early in the game (for early National College)
- Mountain (for Observatory)
- Coastal is a plus (though not as important as for the city with Guilds, and not as important as a Mountain)
- River (for Garden, least important of the four)


How well I can achieve these things determines my empire size and social policies. Best scenario, I will be able to get all or most of these traits in a single coastal Capital, along with good Production. In that case, I will open Tradition, expand little, use a lot of internal trade routes for food, and probably snag a few Wonders. Otherwise, most often playing Civs without a Coastal start bias, my capital is an inland Science city and my Guild city is on the nearest river-coast. I will still open Tradition here, but I will expand more. The rarest scenario is where there is a good nearby city location next to a Mountain and another one along the coast. In that case, I will open Liberty, expand a lot, use Caravans for Beakers early on to stay afloat, then possibly use the Engineer from the Liberty closer to rush the National College. The Capital here is mainly a production/gold/wonder city, as I am extremely focused on Growth over Production in the specialist cities.

So in all cases then, I am usually waiting for a coastal city to build my Guilds rather than doing so in Capital. It's very important to get Hermitage built in that city in all games for at least Culture Defense, since a great helping of empire-wide culture comes from those Specialists. In order to feed 6 Artists, Growth from Food Ships is very important, while Production is unimportant. In fact, I may build the Writer's Guild in Capital for the first pop, then offset to the Coastal city once it has enough Production.
 
So in all cases then, I am usually waiting for a coastal city to build my Guilds rather than doing so in Capital. It's very important to get Hermitage built in that city in all games for at least Culture Defense, since a great helping of empire-wide culture comes from those Specialists. In order to feed 6 Artists, Growth from Food Ships is very important, while Production is unimportant. In fact, I may build the Writer's Guild in Capital for the first pop, then offset to the Coastal city once it has enough Production.

What's the difference between your science city having coast and your art city having coast? You seem to have a strong preference for the later.

If you start inland by a river no mountain, make that your art city (growth relying on tradition), and then use your coastal city for science...with food routes and NC, wouldn't that be the same thing? You're also more likely to find a mountain for your second city than the first, which should more than compensate for the smaller ultimate city size due to coast.
 
There are just more Specialists to feed in the Art city, 6 during Renaissance relative to 2 in the Science one. You need to get that pop and feed it. Besides, coastal cities are usually those where one or two tiles have crazy output like 5f1h2g Fish, a couple resources, then mostly nothing. They want Growth so you can draw down tiles worked.

Science city is important to grow also, for raw Beakers of course. But tile yield is usually such that you have multiple average tiles, such as 4F Farms on a river or 3h Hills. And if it's your capital, you've got Production that you want out of there as well. You also get a head start on Growth in Cap, which means both that you are running into diminishing returns on Food Caravans, and that you don't need them. I mean, all out best is a Venice-like coastal, river, mountain capital, where you just keep feeding it with Food Ships and do everything there. Otherwise though, if you went Liberty and build your Science city next to a Mountain, you'll probably want to send Caravans there for a couple cycles, but you should prioritize Farms and get good tile yield there, then delete Camels for Ships at about T150. Of course if you have a coastal Mountain Science city, all the better, but that's rare.

It's just about maximizing Trade Routes, Tile Yield, etc All the usual Civ stuff.
 
Your capital need to grow for science of you have NC there. Guilds will slow growth so build it somewhere else.

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