Isnt every city a gold city?

Eldaberry

Chieftain
Joined
Sep 23, 2010
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8
since the money buildings have no maintenance shouldn't you build all the money buildings in every city?
 
You don't have enough hammers to do that, in general.
 
If you have nothing better to do with your Hammers, sure. But under most circumstances there are more pressing needs in most cities. Spending 120 Hammers to get +1-2 GPT isn't worthwhile.
 
If you have nothing better to do with your Hammers, sure. But under most circumstances there are more pressing needs in most cities. Spending 120 Hammers to get +1-2 GPT isn't worthwhile.

I don't have the hammer costs of all of the gold buildings off the top of my head, but at first thought depending on how much time is left in the game, building banks/stock exchanges in very low gold cities might be barely better than just producing wealth (if at all.) At least with wealth you can get your crappy 1-2 GPT right away.
 
Well, you ask a good question, but not in the way you think.

Specializing cities is an old trick. The idea is that if you have +% items, you can get the maximum benefit out of them by having a city, or certain cities, that produce a large BASE yield, and then focus on building the % bonus' in just those cities.

Thing is, in civ 5, it is entirely possible that most or all of your cities will have a lot of Base gold yield, so it is always equally worth it to build them in any of such cities. Since there are few ways to 'specialize' a city to produce extra gold (just natural resources, and the choice to build more trading posts... which you likely do a lot of everywhere) it makes the most sense to build +% buildings wherever you have the ability to.
 
I don't have the hammer costs of all of the gold buildings off the top of my head, but at first thought depending on how much time is left in the game, building banks/stock exchanges in very low gold cities might be barely better than just producing wealth (if at all.) At least with wealth you can get your crappy 1-2 GPT right away.

Only if you are very near the end of the game.
If it would take you significant turns to build a market, then the amount of gold you get from 'building wealth' would also be very small.

Bank costs 220 Production, for +25% gold. Building wealth turns 25% of hammers into gold. So if you built wealth instead of a bank, you'd get .25*220 = 54 gold. If you instead increase your gold production with a bank by 25%, and produced a mediocre 16 gold base, you'd pay that back in 13 turns. Not too long at all.
 
I don't have the hammer costs of all of the gold buildings off the top of my head, but at first thought depending on how much time is left in the game, building banks/stock exchanges in very low gold cities might be barely better than just producing wealth (if at all.) At least with wealth you can get your crappy 1-2 GPT right away.

The only compelling reason for Markets in a low Gold city is the +2 Science you can get running the Merchant under Secularism. Anything above Markets in a gold-poor city is just wasteful.

Bank costs 220 Production, for +25% gold. Building wealth turns 25% of hammers into gold. So if you built wealth instead of a bank, you'd get .25*220 = 54 gold. If you instead increase your gold production with a bank by 25%, and produced a mediocre 16 gold base, you'd pay that back in 13 turns. Not too long at all.

I think we're discussing very different scenarios here. A 16 base GPT city is decent, and it is worth considering a Bank if you are running Secularism or have terrible Gold tiles worked that you'd like to turn into +2GPT specialists. It's the 4-8 GPT cities where you shouldn't even consider it.
 
since the money buildings have no maintenance shouldn't you build all the money buildings in every city?

I build all the science buildings and all the gold buildings in all my cities. 2223 science per turn in my current game, even with the maintence costs i can still spit out a decent 154 GPT i thank the gold buildings for that.

And if your focus is gold, you can pay for the gold buildings to take production time out of the equation anyway.
 
Is there still any reason to build a dedicated gp farm? If I want a great scientist, I just temporarily put 2 scientists in some random city's library. I hate it that all specialization is gone.
 
And if your focus is gold, you can pay for the gold buildings to take production time out of the equation anyway.
You also have to factor in how long it'll take for you to see a benefit from rush-buying a gold building. For example, if buying that Market gives you an additional +4 gold, then it'll take roughly 100 turns for you to see any returns on that investment. Compare that to, say, a Workshop, Library, Monument, or a unit, where the benefits come immediately.
 
Is there still any reason to build a dedicated gp farm? If I want a great scientist, I just temporarily put 2 scientists in some random city's library. I hate it that all specialization is gone.
Great People generation is local to the city, so temporarily putting 2 scientists in a random city is not going to get you very far... that is, it's not as though all GP points go to the same empire-wide pool. Each great person that pops out increases the points required for the next great person (anywhere in the empire). So if you have a couple cities pumping out lots of great people, the 2 scientists you put in that "random city" may NEVER pop out a great person (as the GP points required just keeps increasing as more great people are generated).

Having some cities that focus on specialists (and a lot of specialists, at that) is more efficient overall -- as the GP points in those cities are ALL contributing towards hitting that great person threshold, rather than a bunch of random cities adding GP points that ultimately go towards nothing (and even if they do, it'll get there slower). Basically, 4 science specialists in one city is more efficient than 2 cities of 2 science specialists, which in turn is more efficient than 4 cities of 1 specialist each.
 
Gold is an autocatalyst for a civ greater need: got unhappiness? buy the theaters and stadiums. Need culture? Buy opera houses and broadcast towers. Happy and cultural populations translate to more efficient civ that translates to more pops and more golds that translate to happier and more cultural populations. And oh, you can rush buy GIANT DEATH ROBOTS!
 
I thought this topic was going to be about how maritime city states was overpowered and that you should focus on trade posts in all cities and get your food from CSs.

When you build enough trade posts most of your cities will do well with a market too, so it's not a bad idea unless you have something better to build.
 
I build all the science buildings and all the gold buildings in all my cities. 2223 science per turn in my current game, even with the maintence costs i can still spit out a decent 154 GPT i thank the gold buildings for that.

In an empire producing 2000 beakers per turn, I'd expect around 800-1000 gold per turn, without a golden age.
 
A city's specialization depends on 2 things
1. Buildings
2. Tile Improvements

A Gold city should have lots of TP available
Most cities probably should be gold cities... with just enough production to build Gold, Happy, and basic Culture+Science buildings... If they have more production than that... then you should give them more Trading Posts and less Lumbermills/Mines.

Your Bigger Gold cities will also be science cities, especially if they have Mountain/Jungle nearby

However, non-gold cities, you won't need too many of
Production Cities... are for making Wonders, Projects, or Units, only need a few
Specialist cities..Just need one
 
You don't have enough hammers to do that, in general.

I had a puppet city that was building a stock exchange that was on turn 33 of 120. I hated to loose all of those build turns.
 
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