You always want to trade route for the most part. I seem to place my cities about 4 tiles apart, so three roads per route. A size 3 city (which takes potentially only a handful of turns to get, depending on your CityState situation) will already be making .75 gold on that, as it grows, so does that value, while the road cost remains constant.
Zechnophobe, nice write up, but I'm a bit confused on two of the myths.Myth 3, Settle Next to food resources.
Well, this isn't exactly a myth, but I felt I should point out that you want to settle ON food resources, especially wheat and cows. Each will give your city square +1 food. This is amazingly important for your capital, since it will allow you to work more productive tiles in the early game, when you so desperately need it.
Myth 4, Granaries/watermills aren't worth the cost.
Unless you are already set up with a maritime growth strategy, these structures will cause you to grow at huge speeds. Consider a size 4 city, working it's base tile (2 food) and 4 other tiles (+3 food each). It's going to have 14 food per turn, and eat 8. +6 growth rate. That's for a city that is pretty much maxed out its growth possibilities in the early game. +2 food per turn increases growth rate by 33%, something you normally get from a social policy.
This percentage increase gets a lot better the less good food resources you have. It also lets you 'trade' production for food in the early game. If you work a 1 food 2 production tile for a while, instead of a 3 food production (-2 food per turn) the lost food will actually be made up in the exact same amount of time it took to build that 120 hammer granary, which isn't that long at all.
Myth 2, Happiness structures cost too much to maintain, so don't build them.
I believe the MOST expensive one is 6 to maintain, and gives 4 happiness. But remember that each point of happiness basically equals one more tile worked. 4 happiness = 4 tiles. If you can't get 6 gold from 4 tiles, you are likely doing 'it wrong'. Also consider the value of trade routes. Each trade route is valued at (IIRC) 1.25 gold per population of the city. Therefore a city growing 4 times = 5 gold from trade routes. So you really only need 1 more gold from those 4 population points.
Also, wasn't "each unhappiness = one citizen that won't work" Civ IV? I'm pretty sure nothing of that sort happens in V. And IIRC there's nopenalty of unhappiness, other than not getting as many golden ages.
They are not "dangerous" whatsoever. Have you seen that thread "ignore happiness"? You still get science, you're still getting money to rushbuy whatever buildings/units you need, and that laughable combat penalty is nothing if you'll put a Great General in vicinity. It's actually hilarious when playing China since their GG's are giving +45% bonus.If you drop below zero your cities grow at 25% speed, if you drop below -9 your cities don't grow at production is halved and units get a 33% penalty in combat. So yes, very dangerous penalties.
You get more unhappy faces with every new city. Or in other words unhappiness is directly related to the number of cities you have. So yes the more cities you have the harder is to keep happy. This is not a myth, this is a fact, case closed.Myth 1, more cities are harder to keep happy.
Exactly. Case closedMyth 6, Social Policies take longer to research for larger empires.
Well, technically this is true, especially early on.
Stop nitpicking and read his whole post, ok? True, every city gives you three unhappiness plus population penalty, but there's plethora of buildings to build (Colloseum etc) or Social Policies to use that affect whole empire (like -20%You get more unhappy faces with every new city. Or in other words unhappiness is directly related to the number of cities you have. So yes the more cities you have the harder is to keep happy. This is not a myth, this is a fact, case closed.
If you drop below zero your cities grow at 25% speed, if you drop below -9 your cities don't grow at production is halved and units get a 33% penalty in combat. So yes, very dangerous penalties.
No.So basically you are saying that more cities give more unhappiness so you must build more happiness buildings and adopt appropriate policies to fight the increased unhappiness? Thats what I am saying too. More cities = more unhappiness, fact, not a myth.
Zechnophobe, nice write up, but I'm a bit confused on two of the myths.
In myth 3 if I understand what you are saying, is that settling your city on a wheat or cow tile is a good option because it gives that city +1 food. In the game I'm just starting my settler is on a plains river tile (1f, 1p, 1g), if I settle that tile my city is producing (2f, 2p, 1g). One hex to the east of the original start position is a wheat, plains, river hex (2f, 1p, 1g). If I settle that hex instead of the original start tile my city is still producing (2f, 2p, 1g) and not (3f, 2p, 1g) as I would have thought after reading your post. Is the fact that these are both river tiles skewing the results, or am I simply misunderstanding the point you were making. There is another non river wheat hex to the north, I'll try settling that instead and see if the results change any.
Settling on cows and wheat does indeed create 3food city centre tile, not sure about other resources.Confirm that settling on a 'food resource' has no effect on the city tile yield. Tested with sheep.
Settling on cows and wheat does indeed create 3food city centre tile, not sure about other resources.
EDIT
Settling on luxury resource gives +1
To have a city square giving 3food you have to settle on a tile that has 3food without improvements - so no sheep or plains wheat, only grassland/floodplains wheat/cows. Tried to find grassland bananas to check but couldn't find it, only plains banana and that's not good enough.
So basically you are saying that more cities give more unhappiness so you must build more happiness buildings and adopt appropriate policies to fight the increased unhappiness? Thats what I am saying too. More cities = more unhappiness, fact, not a myth.
It is situational, since you don't always get that floodplains wheat/grassland cows, also one has to factor in possible loss of time to get to that tile, also I sometimes that grassland cows are one tile away from the river which is bad news - water mill is a very good building ^^I have'nt seen wheat on grassland yet either. But initially settling on a cow provide's a welcome boost from the start. Would be interesting if someone number-crunched to reveal just how much boost to your early game this tactic can provide, and how long are these effect's are magnified before they provide no more meaningful bonus. I usually pasture cow hex'es for the production bonus (unless they are riverside), but will try this starting strat to test the difference. My only gripe is that it could be a slightly situational gambit....