Solon70
Warlord
- Joined
- Apr 4, 2008
- Messages
- 249
As I struggle to master the concept of specializing cities, I'm finding that sometimes the commerce city is easier said than done.
Let's imagine a city totally surrounded by grassland, commerce heaven. Let's assume it has a food resource or two for speedy growth. The idea of having a city surrounded by 20 towns pumping out commerce is awe-inspiring - but how do we get there?
1) What buildings do I really need in this city? Granary, courthouse? Monument or some other culture building for expansion? Lighthouse if coastal?
What about happiness/health buildings? It's a shame to have all this great land if the city is stuck at size 8 because of the happiness cap.
What about commerce multipliers? If I plan to run the science slider near 100%, maybe I don't need any wealth multipliers... but the market and grocer may be important for health/happiness reasons as well.
I keep coming up with a very short list of buildings that I can do without. Maybe I don't need a barracks if I'm not producing units, maybe I don't need a bank if the science slider is near 100%, but there's a long list of buildings that seem pretty important. I can't break out of this mindset even though a lot of players seem to be telling me that I can just build a couple essential buildings and leave it alone.
2) Once I've figured out which buildings I really need - how do I get them built? I only have 1 hammer from the city center, so do I build a bunch of workshops? A lot of people rave about workshops and/or watermills based on how powerful they become in the late game, but what about when you need production in the BC years, where workshops kind of suck?
Do I rely on slavery to whip them all out? This becomes a problem if I found a city in the later years when I'm in a better civic; I don't want to revolt back to slavery just so a couple of new commerce cities can get their infrastructure running. More to the point, unless I can seriously pare down the list of buildings I want, the whipping process never ends. Your city won't be putting out much commerce if you're constantly whipping away 5 pop to build a market.
3) Once the city is finally established, what do your commerce cities typically build for the balance of the game? Wealth/research? Or do you let it slowly bang out nonessential stuff like a market over the course of 75 turns?
How do people deal with these issues in practice, at the various stages of the game?
Let's imagine a city totally surrounded by grassland, commerce heaven. Let's assume it has a food resource or two for speedy growth. The idea of having a city surrounded by 20 towns pumping out commerce is awe-inspiring - but how do we get there?
1) What buildings do I really need in this city? Granary, courthouse? Monument or some other culture building for expansion? Lighthouse if coastal?
What about happiness/health buildings? It's a shame to have all this great land if the city is stuck at size 8 because of the happiness cap.
What about commerce multipliers? If I plan to run the science slider near 100%, maybe I don't need any wealth multipliers... but the market and grocer may be important for health/happiness reasons as well.
I keep coming up with a very short list of buildings that I can do without. Maybe I don't need a barracks if I'm not producing units, maybe I don't need a bank if the science slider is near 100%, but there's a long list of buildings that seem pretty important. I can't break out of this mindset even though a lot of players seem to be telling me that I can just build a couple essential buildings and leave it alone.
2) Once I've figured out which buildings I really need - how do I get them built? I only have 1 hammer from the city center, so do I build a bunch of workshops? A lot of people rave about workshops and/or watermills based on how powerful they become in the late game, but what about when you need production in the BC years, where workshops kind of suck?
Do I rely on slavery to whip them all out? This becomes a problem if I found a city in the later years when I'm in a better civic; I don't want to revolt back to slavery just so a couple of new commerce cities can get their infrastructure running. More to the point, unless I can seriously pare down the list of buildings I want, the whipping process never ends. Your city won't be putting out much commerce if you're constantly whipping away 5 pop to build a market.
3) Once the city is finally established, what do your commerce cities typically build for the balance of the game? Wealth/research? Or do you let it slowly bang out nonessential stuff like a market over the course of 75 turns?
How do people deal with these issues in practice, at the various stages of the game?
cap is usually taken care of via masses of resources and some HR units until US.
.
. I guess that's how I am though.



