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Micromanaging the City Screen

Discussion in 'Civ5 - Strategy & Tips' started by kamikazees, Oct 16, 2013.

  1. kamikazees

    kamikazees Warlord

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    So back to the OP, then. The first screen showed I was producting 33.82 :c5food:, with 1 turn to grow and 15 turns to get PT. The last screen, however, showed I was producing 10.72 :c5food: with 1 turn to grow and 10 turns to PT.

    Based on this discussion, if I had left it alone I would have grown :c5citizen: the next turn and had :c5food: to spillover into the next citizen growth. By not leaving it alone, I had little or (maybe) no :c5food: spillover, and then I have to repick the tiles after the growth.

    So in the end, did I accomplish something, or nothing? I can see how the loss of 1 :c5food: by manual tile selection can make a difference over the course of the game, but that does not seem to have anything to do with the micro itself and min/maxing turn time.
     
  2. Deau

    Deau Emperor

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    If you swapped it back after, you've really only traded off 23 food for 15 ish hammers (since mines and LM weren't yet +2 yield at that point in time) effectively possibly chopping 1 turn off PT at the cost of possibly delaying the next growth by 1 turn.

    The real error was to lock all pure hammer tiles rather than reallocate one of these to some food or food+hammer tile since then the growing citizen would've automatically worked the full hammer tile effectively not wasting the 2 food from working farmed hills instead (aka since the only tile available for new citizen had food on it, that food got wasted)
     
  3. Deadly_Nightshade

    Deadly_Nightshade Chieftain

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    I've always played Civ like this. I do not do it in every city, every turn like someone with OCD - but I go through my cities every now and then. And when building important wonders I increase my supervision, focusing even more on productivity - sometimes even to such a degree that I will starve a city. I won't starve it so it lose population obviously but I've used the food storage a few times to get a little bit of extra hammers.
     
  4. Blicero

    Blicero Warlord

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    As far as I can tell the simplest approach to this and to get the most out of it (maybe not all but the most) is to micro manage a city when it is 2 turns from growth (to get it to grow in 1 turn and not diminish hammer production) or a city that is 1 turn from growth (to get extra hammer production). Both done by manually locking all tiles to ideal food production and selecting "production focus" for the "mayor".

    The rest is smoke and mirrors due to overflow of both food and hammers, and therefore probably doesn't gain you anything and therefore probably a waste of OCD skills. Which is what I think others have tried to say.
     
  5. DrZ

    DrZ Warlord

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    I would disagree here. There are a few more ways to increase your advantage by micromanaging besides the 1 turn to growth production trick.

    1. shaving turns off wonders and other important buildings (like factories to get you one turn closer into a idoeology (or even the first), science buildings that if you finish faster you get more science for one more turn of having it etc.) while still maintaining a good growth. This in most cases can't be done just by reseting tiles and setting the city focus to production. You micro manage the tiles. How you do this is like this: You calculate how many hammers you still need to finish the building. Then you divide it by how many turns you want it to be finished by, lets say one less turn that what it is now. This division will tell you how many hammers per turn you need and for how many turns. This will allow you to understand for how many turns you need to work some hammer heavy tile instead of a farm.

    Example:
    Total Hammers: 100
    Hammers invested until now: 75
    Remaining Hammers: 100 - 75 = 25
    Current Hammers worked by city per turn: 6
    25/6 = 4 * 6h + 1 (so it will be finished in 5 turns as the last hammer is unaccounted for)
    Now if you will move a citizen to a tile that give just one more hammer than now for only one turn then you will have:
    3*6 + 7 = 25 and you finish in 4 turns, but you did not sacrifice a lot of growth and other things....

    I know! one turn is not much, but you would be amazed of how much it can snowball.

    2. Bulbing Great scientists: Bulbing gives an amount corresponding to the current Science per turn so if you micromanage your citizens to work the maximum number of tiles for science with bulbing you get more science. then just go back to where you where.

    3. Rushing with a GE: same as bulbing, as it takes into consideration what hammers you built but only in the city that you rush in, not empire wide.

    4. If you really need to borrow money, work a lot of money tiles to increase the Gold per Turn and sellit to the ai for a huge amount of money in hand, then just go back to what you were working. You will go to negative gpt, but you have money that you might really need to rushby units or something you really want.

    5. Obsolete but worth mentioning: before you could micromanage specialists to get to 100 Great person points at the same time with a scientist and an engineer for example and get them both before the cost of the next great person increases. Now i think they fixed it.

    I bet there are a lot of things you can do with micromanaging that i don't know, but its not smoke and mirrors, and to play efficiently is all about little advantages here and there.
     
  6. Monthar

    Monthar Deity

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    Bulbing is based on the total science output over the last 8 turns, not just the current. So you'll need to maximize your science output for 8 turns prior to bulbing to get the most benefit.

    Political Treatise (Writer bulbing) works the same as the GS bulb, but with culture instead of science. So you'd need to maximize your culture for 8 turns during a golden age to get the most benefit from this.
     
  7. tommynt

    tommynt Emperor

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    actually its a good example how NOT to micro:

    you didnt leave a 0 food/prod tile - you should allways have such a tile the turn before grow - if u d have worked f.e. the irigated hill instead a 3 prod hill u would:
    use 2 more food --> 2 more food overall
    use 1 less prod but have 2 more prod from new tile (mine instead plain) --> 1 more production

    so basicly the bad micro costs you 2 food and 1 production

    and thats just for ONE tile u d have to switch - there is proly room for more optimisation


    there is nearly unlimited amount of micro possible in civ, so u might for example prefer use prod tiles when in a GA and switch to mainly food tiles when having day of king.
    Or the the GA comming ahead and micro to all food before it to be able to maximise the tiles profiting from it.

    See when unhappynes might be coming and switch to prod BEFORE going down to 2 or whatever happy faces.
     
  8. DrZ

    DrZ Warlord

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    There's something i learned today :goodjob:
     
  9. Stone_Age

    Stone_Age Chieftain

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    I'm a deity player who is trying to win consistently and there are some great gems of info on this thread. Pay attention to this thread if you want to improve. To the contributors in this thread, keep it coming guys.
     
  10. Blicero

    Blicero Warlord

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    This is why you simply cannot drink while playing civ. :nono:
     
  11. casualplayer

    casualplayer Warlord

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    If you're on Production focus and your city is about to grow you want to have your best hammer spot vacated and waiting for that new citizen. They'll show up and you will get the benefits of their work. You won't get that new citizen's tile yield for anything else, I believe, so a pure hammer spot is best. Then after the pop reassign to suit your desires, which is normally growth but could be something else.

    But food and hammers carry over differently. Food is never a 1:1 carryover; even with all the sweet improvements you still only get to a percentage. But hammers can carry over multiplied, which is why you can play micro-tricks with repeatedly building and tearing down your Shrine if you go Piety.

    I really wish alerts popped when a city was about to grow instead of "Ping! Ha ha, you missed your chance to optimize."
     
  12. Nick Carpathia

    Nick Carpathia Unleash the HAARP

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    Quick question, does culture growth occur before or after citizen growth? Because if you have a city whose borders are set to grow onto a hill tile the same turn a citizen is about to be born, and you have it set to production focus, will you get that "bonus" production from the newly acquired hill tile?
     
  13. Monthar

    Monthar Deity

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    I'm pretty sure the border expansion does happen before the growth. However, if there is more than one possible expansion tile highlighted, I buy the hill to ensure it's available.
     
  14. tommynt

    tommynt Emperor

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    i m near 100% sure that cult grow is after pop grow

    all the calculation from city are after pop grow
     
  15. Nick Carpathia

    Nick Carpathia Unleash the HAARP

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    I just got home and tested, yep. Tommy's correct, pop growth, extra hammers/gold, and then border growth.
     
  16. Buccaneer

    Buccaneer Deity

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    Which is another point to optimized play - checking your cities every turn (or when you are close to anything changing in said cities of which you can control).

    I know it has already been verified but the proof for me that border expansion is after that the prod-focused city grew into a 2/1 tile instead of the expanded into horse tile. However, I believe that if you don't lock down the 2/1 tile, it will move over to the horse tile the next turn. Mostly irrelevant since you would have moved it yourself before then.
     
  17. Nick Carpathia

    Nick Carpathia Unleash the HAARP

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    I should get into the habit of pressing F2 every turn, to see when cities are 1-turn from growing, and do that production every chance I get.
     

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