Quillan
Monkey Butler
I appreciate the GP point but GP can be rushed with projects/faith/gold so as long as you have a couple of CD you can mitigate the per turn bonus lost while basking in the glory of the lighthouses!
To me, it's the fact that they basically do about 4 things:
And then combined with the fact that gold can be exchanged very easily for everything, including if you have enough cash reserve it can basically act as an immediate defensive force, or a rush on GPP, it's just too versatile. Even if they didn't yield extra trade routes, sure, I'd build less of them, but I think they'd still be roughly 3rd on my list of what to build. It's just too versatile to basically hoard cash and then buy what you need than to slow-build things.
Money in the game is almost (not quite) as useful as raw production.
I generally build them because both gold and trade routes are incredibly flexible and useful resources. It's not always a slam-dunk, but I'd need a very good reason to prioritize another district (and these reasons do exist, just not most of the time for me). Honestly if you can't spend your gold then I'd say you're probably not expanding and building enough. Certainly I can't think of why I'd want, say, three districts in a city and not have one of them be a Commercial Hub.
As it stands, the entertainment district and commercial district are probably the two most valuable districts to build. They are the staples. Is it possible to come up with strategies where that wouldn't be the case? Of course. Easily. Is it possible that certain maps would change that? Of course. Anyone who wins a game with seaside casino resorts should be able to win a game without building a single commercial district. Hell, I could do it. In fact, I bet you (Victoria) could win a game on deity without building a single district.
In fact, let's say that before a game starts, a rule is made: you can only make 2 of each district (meaning 2 of that type total and not meaning 2 districts per city), except 1 type of district, of which you can make as many as you want. Everything about the game will be random: map size, map type, opponents, etc. Except you know there will be goodie huts and camps. Also, you will be ASSIGNED one victory condition that you must pursue, you cannot pick which one to go for (although I guess this rule might not make sense... its possible to 'hammer' your way to any VC you want on any map, isn't it?). Under these conditions, which district would you choose to be able to free build?
Yea but the more great person points you have the lower the cost to rush. Especially on deity, there is a huge difference between paying 800 gold for a great person vs 6000.
Oh cmon... is more gold better than less gold and more science?... something has to replace that gold and be considered.....More gold is always better than less gold
Yep, it's the traders. Let's look at how great they are:
I don't think it's necessary to build a CD in every city. But I'd say the number is around 80%, maybe 90%.
- Early extra production in new cities without having to sacrifice food. When you rearrange tiles to get more production, you usually have to sacrifice some growth. Not with traders.
- Roads. Meh, but still, you get them as a bonus!
- They can complete a very common city state quest. In the early going, sending a trade route to a cultural or science city state that wants it is an easy +2 bonus. Same for the other city states.
- Policy card boosts in the mid-game can help you make progress with just about any victory condition that you're planning on.
- In the end game, trade routes don't fall off. The Ecommerce policy can be a production boon for your space race city (+5-7 hammers per route). For culture, tourism gets the 25% boost for other civs that you have a trade route with. This ties directly into the end game for two of the victory conditions.
- Money money money. The most flexible resource.
- Not to mention the other great things from the CD: Merchant points, easy adjacency bonuses, and money buildings.
Yep, it's the traders. Let's look at how great they are:
I don't think it's necessary to build a CD in every city. But I'd say the number is around 80%, maybe 90%.
- Early extra production in new cities without having to sacrifice food. When you rearrange tiles to get more production, you usually have to sacrifice some growth. Not with traders.
- Roads. Meh, but still, you get them as a bonus!
- They can complete a very common city state quest. In the early going, sending a trade route to a cultural or science city state that wants it is an easy +2 bonus. Same for the other city states.
- Policy card boosts in the mid-game can help you make progress with just about any victory condition that you're planning on.
- In the end game, trade routes don't fall off. The Ecommerce policy can be a production boon for your space race city (+5-7 hammers per route). For culture, tourism gets the 25% boost for other civs that you have a trade route with. This ties directly into the end game for two of the victory conditions.
- Money money money. The most flexible resource.
- Not to mention the other great things from the CD: Merchant points, easy adjacency bonuses, and money buildings.
And one of the best aspects of trade routes is that they're flexible, too.
Lacking money? send it to a nearby civ or city state to get a boost in gold.
Want some science/culture? Run one of the policy cards and now your external trade routes are probably getting 2-3 science/culture/faith each
Allied with Kumasi? Get all the culture you need.
Need food? Run it to a city with a big food bonus.
Need production? Run it to a city with the hammer bonus
And you can give that bonus to whichever city needs it most.
If you treat the trader as part of the district, to me it's like putting down something that generally gives me 2-3 food, 3-4 cogs, 2-6 gold and 0-1 faith for most of the game. Compared to, say, an industrial zone which might give +2 adjacency and +2 for a workshop, it's a pretty obvious choice. Not to mention getting an extra potentially +8 gold from allying with city-states, too.
As I write this it makes me think more that a genuine mix of districts is best and always having a CD may be fine but probably isn't optimal.