Micromanagement

citizen001

Banned
Joined
May 12, 2004
Messages
1,281
Location
Australia
Are there any 'golden rules' of micromanagement of city's citizens? i would like to know to further my game. thanks.
 
I don't know if there are any "golden rules," but I'll just tell you what I do. First of all, the only governor setting that should be set (until later in the game when you don't feel like micromanaging and you don't really need to) is emphasize production. Shields are calculated after growth; food and gold are not. 2 or 3 turns before growth or production (even 1 turn early helps), I check to see if any food or shields will be wasted. I try to find the best way to get the exact amount of food or shields needed, trying to maximize the other resources. Then, after growth or production, I micromanage the city again to its optimal state. One thing that is helpful for a city that produces military units is to get the shields per turn to a level that will produce the unit without waste (for example, 14 shields per turn in a city producing 70 shield knights).
 
If you can't deal with mass micromanagement........ Prioritise.....

Work out which city task is most important to your current task and concentrate on that.

Of course....doing every city until your empire is a huge mudda is a good idea too! (even after then if you can hack hour long turns lol)
 
but sometimes i find the governors do an alright job, (i mean getting the most production and food ratio) is that a valid excuse?

also is it ALWAYS shields over food?
 
Usually food is more important than shields. The governor doesn't do too bad (although it is often wiser to have higher food surpluses than the governor creates). However, the experienced micromanager will usually find a way to improve efficiency.
 
So it is food, then shields then gold?

I wish someone would write an article for newbs on MM. But thanks for the tips.
 
think of it this way..... a few more food might give you another population so that you can get BOTH food and shields..... you have to strike a balance...... grow cities, change them to production if they are a max size for the time...... or just use them as settler farms......

It all depends on the cities in question.....

And everyone keeps on learning this stuff..... because there are so many variables.

I used the gov while my mate micromanaged......his cities were a lot more productive than mine, i'll tell you.
 
I switch to governor mood management after I have consolidated my empire - usually at the end of the middle ages.

There is no more need to do everything perfect there, as in the beginning where every turn counts thrice.

It also comes in handy while conquering enemy cities. You still need to micromanage if you want to starve down population.


I would wish for a more customizable governor, a more intelligent one, that can act according to a smart set of predefined rules.

Governors are only useful for tile and mood management - I would also say, that managing production is absolutely useless, who does this?

But the governor should be smarter in chosing what I wish to build next - always getting a "Flak" suggested in the industrial age sucks.
 
There is no golden rule, otherwise AI could do it as well.

MM depends on what you are currently building, what tiles you have, what surrounding cities are doing, when the city will grow, and so on. There is no rule as "food first, shield second“.
 
Longasc said:
But the governor should be smarter in chosing what I wish to build next - always getting a "Flak" suggested in the industrial age sucks.

Agreed .. that annoys the heck out of me. I can't count the # of Flak, Mobile SAM units I've created because I didn't catch it in time.
 
A rule of thumb (and we all know how mcuh those suck) is to prioritize food, then shields, then gold in the beginning, shields, then gold, then food in the middle, and gold, then shields, then food at the end.
 
You want to decide which is more important, to not waste extra food or extra shields.

You need 5 food or 10 food or 20 food to not waste food. With a granary you need 10(1-6) or 20 (7-12) food for a pop growth. The trade off is usually shields. This is particually true for port cities. A port city with 10 water tiles can grow to size 12 on tundra... However, your luxaries may require cash luxaries which may cause a net cost.

If you are at war, I set the unit build to be most advatageous unit. For example, a 7 spt city would build a knight where an 8 spt city would build med inf OR 6 spt city would build pike.

If you micromanage and want to restrain growth, stressing shields makes sense.
 
Back
Top Bottom