ohioastronomy
King
- Joined
- Dec 14, 2005
- Messages
- 714
In this thread I discussed optimizing production at the beginning of the game. To briefly summarize, the optimal production sequence is worker/worker/settler, with one worker left at the capital and a worker/settler pair sent out to the second city. Using workers to chop 4 trees yields a significant production advantage over not doing so. You can do slightly better by improving one good tile before chopping, costing you 3 trees (or one less than pure chopping). See junior7s comments on page 4 of the thread, quantifying which nations benefit from improving specials before chopping trees for the initial worker/settler pair.
In a typical game, once you have founded your second city there is a distinct stage in the game when you can expand your civilization to some degree. The size of your cities will be capped by health and happiness, and the number of your cities will be capped by maintenance and geography. Both will be strongly impacted by the difficulty level, and the map you choose will also play a role. This phase typically could end when you unlock the advanced resources and buildings that raise the happiness/health limits (for city size), and when you get Code of Laws and Courthouses (or build up sufficient commerce) to make further city expansion feasible. The focus of this article is addressing the question of the fastest way to build your cities up to a modest initial size of 5 with the strongest production mix.
Ill say from the beginning that there are a number of game situations where reaching the theoretical maximum may not be your main goal. The tactics discussed here, however, are fairly general, and there are preferred sequences that will make a real difference in your early game. The basic thesis is as follows:
In almost all cases you will maximize production and commerce if you send out worker/settler pairs, build improvements before roads, and make your first improvement in a new city a food resource that you work until you hit the happiness limit. You can either chop workers and settlers or use a city with a large food surplus as a settler farm. Here is a more detailed summary, to be followed with analysis:
1. There are two viable models for producing settlers and workers once you have workers: chopping trees and building a settler/worker farm with a large food surplus.
2. When founding a new city you should have a plan for what tiles it will be working when it is at your limit, and you should plan which tiles you work to grow to that limit. These two things will frequently not be the same. You will also need to factor in whether you can grow your cultural boundaries to work tiles 2 spaces from your city. Either being a creative civ, building Stonehenge, or getting a religion should be a priority. Since getting a religion and spreading it can be a production sinkhole, and Stonehenge can be chopped quickly, this makes Stonehenge a valuable early production investment for non-creative civs.
3. A city with a food surplus of 4 or more can grow as quickly as a single worker can improve tiles. In most cases, this means that cities with a food special have a production advantage, and improving that special resource first will maximize your production. If you have two or more food specials, the extra growth from developing both will not increase overall production much unless your goal is a settler farm.
4. You should budget about 25 worker turns for 5 improvements, or 5 worker turns per improvement at normal speed. Fully connecting a city with roads and adding roads to specials will add another 16 worker turns. Rivers can reduce or eliminate this overhead. Sending worker/settler pairs is therefore far more efficient than founding cities and building a worker. You may be forced to send a settler alone to a contested site, but you will take a production hit without also sending a worker.
5. In the early game you are better off for production if you improve first and build roads later. Connecting food resources should be a low priority in the early stages; connecting luxury resources is more important, and general resources may be the most important. If your strategy requires hooking up general resources rapidly (copper, horses, etc.) youre better off adding extra workers for roads.
6. Granaries are only important for early production if you have cities with a severely limited ability to generate food surpluses (2 or less). They do matter a lot for later growth. If you need them, chop them in cities with limited hammers and use production for them in production sites.
In a typical game, once you have founded your second city there is a distinct stage in the game when you can expand your civilization to some degree. The size of your cities will be capped by health and happiness, and the number of your cities will be capped by maintenance and geography. Both will be strongly impacted by the difficulty level, and the map you choose will also play a role. This phase typically could end when you unlock the advanced resources and buildings that raise the happiness/health limits (for city size), and when you get Code of Laws and Courthouses (or build up sufficient commerce) to make further city expansion feasible. The focus of this article is addressing the question of the fastest way to build your cities up to a modest initial size of 5 with the strongest production mix.
Ill say from the beginning that there are a number of game situations where reaching the theoretical maximum may not be your main goal. The tactics discussed here, however, are fairly general, and there are preferred sequences that will make a real difference in your early game. The basic thesis is as follows:
In almost all cases you will maximize production and commerce if you send out worker/settler pairs, build improvements before roads, and make your first improvement in a new city a food resource that you work until you hit the happiness limit. You can either chop workers and settlers or use a city with a large food surplus as a settler farm. Here is a more detailed summary, to be followed with analysis:
1. There are two viable models for producing settlers and workers once you have workers: chopping trees and building a settler/worker farm with a large food surplus.
2. When founding a new city you should have a plan for what tiles it will be working when it is at your limit, and you should plan which tiles you work to grow to that limit. These two things will frequently not be the same. You will also need to factor in whether you can grow your cultural boundaries to work tiles 2 spaces from your city. Either being a creative civ, building Stonehenge, or getting a religion should be a priority. Since getting a religion and spreading it can be a production sinkhole, and Stonehenge can be chopped quickly, this makes Stonehenge a valuable early production investment for non-creative civs.
3. A city with a food surplus of 4 or more can grow as quickly as a single worker can improve tiles. In most cases, this means that cities with a food special have a production advantage, and improving that special resource first will maximize your production. If you have two or more food specials, the extra growth from developing both will not increase overall production much unless your goal is a settler farm.
4. You should budget about 25 worker turns for 5 improvements, or 5 worker turns per improvement at normal speed. Fully connecting a city with roads and adding roads to specials will add another 16 worker turns. Rivers can reduce or eliminate this overhead. Sending worker/settler pairs is therefore far more efficient than founding cities and building a worker. You may be forced to send a settler alone to a contested site, but you will take a production hit without also sending a worker.
5. In the early game you are better off for production if you improve first and build roads later. Connecting food resources should be a low priority in the early stages; connecting luxury resources is more important, and general resources may be the most important. If your strategy requires hooking up general resources rapidly (copper, horses, etc.) youre better off adding extra workers for roads.
6. Granaries are only important for early production if you have cities with a severely limited ability to generate food surpluses (2 or less). They do matter a lot for later growth. If you need them, chop them in cities with limited hammers and use production for them in production sites.