Need for Large City Games

Roxlimm, you should just post your own emperor/immortal/deity game where you didn't cheese out all the AI near you with warmongering but still stayed competative with science/economy going for big cities before telling others how the game works.

Why? Am I saying something so totally unbelievable? All you have to do is play the game like pi-r8 here has. I told him the production rates were reasonable if he played this way, and he has seen it himself. What I say is obvious, if you play with Large Cities.

A screenshot doesn't help people play this way, though. Too, I'm having problem with my sched. I hardly have enough time to even play. There is no onus on you to believe what I say. If you prefer not to believe, feel free.

By the way, I didn't say that I didn't warmonger. I specifically said otherwise - that it would be necessary to take land from the AI at some point to get enough land to grow 10 size 20 cities in a reasonable time frame.
 
Well the problem is that production and growth is local, whereas research is global. If you build just 3 large cities, the production, growth, and tech match up pretty well. However, the more cities you add, the faster your research gets, and the harder it is to keep up with anything else.

edit- Roxlimn, all your posts seem um... slightly unbelievable. I'm not saying your lying, but I do think that you're misrepresenting things a bit to try and promote your own favorite style of play.
 
Adding more cities means adding more gold. A Large City game with lots of cities actually has a decent amount of gold income, partly from the trade routes. Specialized Trade Cities and small TP cities add more. At that point, you can afford to purchase a fair bit of your building requirements and still stay current with the technologies.

The more small cities you have (for maxxing the happiness), the faster the research goes, so you can modulate your research rate accordingly.
 
Adding more cities means adding more gold. A Large City game with lots of cities actually has a decent amount of gold income, partly from the trade routes. Specialized Trade Cities and small TP cities add more. At that point, you can afford to purchase a fair bit of your building requirements and still stay current with the technologies.

The more small cities you have (for maxxing the happiness), the faster the research goes, so you can modulate your research rate accordingly.

See this is what I'm talking about with you posting unreasonable stuff. You're talking about a game where you grow lots of large cities early on, as well as medium cities specialized for gold (with markets and banks I guess) AND small cities working trading posts. And you do all this peacefully without having to conquer cities from the AI. How is there even room for that on a normal map?

In my experience this is just impossible. The game is pretty much designed specifically to prevent you from doing this. You can have big cities, or you can have lots of smaller cities, but you can't have both in any reasonable amount of time. I have seen games where people get about 20 cities of size 10-15, but that's not all that big really.There's a huge gap from size 15 to size 20. And it's even harder to get all the buildings in those cities.
 
He never said you can do it sans conquering AI lands:

By the way, I didn't say that I didn't warmonger. I specifically said otherwise - that it would be necessary to take land from the AI at some point to get enough land to grow 10 size 20 cities in a reasonable time frame.
 
pi-r8:

Did I not just mention, twice, that I believe that you will have to wage war to get the land necessary for 10 size 20+ cities? If you want attendant cities on top of that, will you not naturally need more land?

At what point did I say that this was doable without having to conquer any cities from the AI? Are you sure that you are not conflating my statements with that from other posters on this thread?
 
pi-r8:

Did I not just mention, twice, that I believe that you will have to wage war to get the land necessary for 10 size 20+ cities? If you want attendant cities on top of that, will you not naturally need more land?

At what point did I say that this was doable without having to conquer any cities from the AI? Are you sure that you are not conflating my statements with that from other posters on this thread?

OK I guess you did say you'd go to war. But you said that's "to get the land necessary" not just conquering all their cities. I still don't believe that you ever got 10 size 20+cities, and built a lot of buildings in each, before the game was over.

I mean just do the math on research- A size 20 city, with a library, university, public school, and 4 scientists, should generate (30 (pop + library) + 12(scientists)*2 = 84 science/turn. 10 of those is 840 research/turn, enough to research any modern tech in 4 turns. How are you constructing everything fast enough to keep up with that?
 
I'm going to make a run at this is near future, its actually what I've been trying to do (I'm a builder player anyway) but just got caught up in an ICS game past couple of days.

Anyway, what I've found is, it is very hard for me to get multiple large cities. I might have 1-2 (20+), but the rest seem to hover around the 10-15 range. Now, I haven't really gone out of my way to build monsters everywhere so I think I could improve on it but I'm not sure on how much. Oh, I play on emperor. I've found that I'll typically get dogpiled if I'm India. I had an awesome start to one game, built Stonehenge, GL, and Oracle and was dogpiled shortly after that. I had 4 cities at the time but didn't feel like fighting the war so I moved on. Had a similar game with India later (6 cities this time with room for 2 more, same wonders), but Washington declared on me and again I had to shift to war mode, played for another night or two and then moved on.
A few games as the Americans and I've had some good starts, but have run out of resources to maintain early happiness for growth and ended up just going horses/knights, which would lead to a war game and not really fit for this premise since that would be conquer continent then grow.

Here are some of my thoughts:
I go monument, warrior, worker, warrior until stonehenge
-this is for early policy boosts
Techs are going to Calender, Writing, Phil
-this is to get SP boost and GL -> Civil Service.
-you might be able to sneak in settler between SH and GL or GL and Oracle.

After Oracle I go settlers and claim happy resources, block off land and prepare to grow my core until happiness gets to 0. But now you are sort of at the mercy of the map and opponents. You are pobably out of resources, not sure if you can trade, and it might take a bit before you can try for anymore "large" cities. Maybe now you drop down a trade post city or 2?
I get sort of stuck here in my builder type games and will find myself stagnate as well.
Early roads can be killer too depending on when you put them down.

As for city spacing I'll go Civ 4 levels. I've tried leaving spaces for 2-3 cities to be able to use all 37 but I reallu don't think that is necessary. Even in my Washington games I'm not buying 3rd tile out too often. I'm thinking if you provide 2 rings for each city and then leave the 3rd for overlap you still should be able to grow pretty large. I mean 18 tiles should be able to get you mid 20's in pop.

Oh also, I've been playing without City States recently (mainly do to cut down on time between turns), so maybe I can boost my growth a bit by throwing just a few in the game.
 
OK I guess you did say you'd go to war. But you said that's "to get the land necessary" not just conquering all their cities. I still don't believe that you ever got 10 size 20+cities, and built a lot of buildings in each, before the game was over.

I mean just do the math on research- A size 20 city, with a library, university, public school, and 4 scientists, should generate (30 (pop + library) + 12(scientists)*2 = 84 science/turn. 10 of those is 840 research/turn, enough to research any modern tech in 4 turns. How are you constructing everything fast enough to keep up with that?

I think Civ players should play more and do math less, since players are often misled by what they find or have difficulty interpreting their findings.

Not all my size 20 cities are going have Universities and Public Schools and 4 Scientists, because they won't all be Science-focused. Most of them will probably have Universities at some point, but the production-focused ones should have specialists on Engineers for hammer output, not Scientists. I know this offends your game sensibilities, but that's tech for you. If you focus on techs and not on production, you will have more of one and not enough of the other. Makes sense?

If you review the modern techs, you will notice that only a few techs actually involve making buildings, and at that point in the game, the gold/hammer ratio is actually natively good enough to allow rushbuying of a lot of buildings - moreso with Big Ben. Go ahead and look.

Production buildings should build their modifications fast enough not to require rush-buying after the Factories. With Golden Ages helping, you can actually get most production sites Factory-online quickly.

Let's estimate that without the focus on science, the turn rate for modern techs is a more sedate 6 turns. It'll take 12 turns for two techs, and that ought to be enough for a production site to get either Hydro Plant or Solar Plant, as its needs dictate. In many cases, you won't even have the opportunity to get the building, because the city site isn't appropriate.

IMX, most of the large city infrastructure is "complete" by the time you get to Modern techs. There are several exceptions - the Stock Exchanges are really hammer-expensive and they take a long time to make in Trade Posted cities. I find those the hardest to incorporate.

Let me be clear on this, though. I am speaking of my game experiences. It's on King, so you can bash me however you like for that, but I'm not sure the in-Civ economy is all that different between Emperor and King. I didn't do the math. I'm not speaking theoretically. These are not from tests. These are from games I've played.

840 science a turn is very fast. If you tuned every single one of your large centers that way, then I'm sure you can tech even faster, but this is why I'm not so keen on Rationalism - I'm teching more than adequately without it, and quite fast enough if I have enough of the smaller cities.
 
If you focus on techs and not on production, you will have more of one and not enough of the other. Makes sense?

I'm surprised by the amount of people that haven't grasped this concept and keep posting it like the game's broken or it's a revolutionary discovery. :)
 
hmm i'm going to jump in this thread

Personally, I'm a builder type of guy that likes play my game at marathon speed and rule the world as slowly as possible

i'm playing Immortal as india on large continent map (3 continents) with 12 AIs and 24 CS. Being a fan of large population and specialist cities. i settled only by rivers. Took the cheap way and slowly but surely elminated the other 3 AIs on my continent using only a few horsemen. imo. this is necessary because theres no way i can expand on my continent before being outteched/outcitied by these AIs

unlike what most people are saying. i FARMED everything by river tiles and only TPed nonriver/nonforest/nonresource tiles (which werent many because most of my cities were by fresh water source). i never had money problems because ive been able to outwonder all the other civs for GAs (apart from the early wonders). I was outteching all the other civs and I managed to conquer another continent with 2 really weak AIs (with a few Cavalry). All that's left is a very strong England (which has more cities. WAY stronger militarily. and 5 techs away from me) and a weak Germany on another continent
Another thing that i'm doing is building almost every building in EACH city. Yes production was extremely slow on some cities but i didnt mind it much because they start picking up after factory + workshop + order + railroad . the GAs really keep me going finanicially and i'm never "crippled" by city maintenance either. im still deciding on whether or not i will switch some farms to TP (now that i have free thought). im sure some can say that i can TP everything and probably be 10x richer and tech faster but i rather see the populations go higher and higher. i'm just starting to finish hospitals now and i reallyyyy enjoy my population growths.. plus science/money/happiness is not even a problem for me now. btw. i allied ALL the CS (i think 12 of them. with 4-5 being maritime) and they contribute to like 1/4 of my science

i dont know. you can say it's cheap because i'm on continent with allied CS and using horsemen but the thought of having every city developed (with all the useful buildings regardless of maintenance). outteching civs. and building all the wonders. and having LARGE population (20+) is just WONDERFUL!
i'm enjoying this way of playing. going to do it on diety with another expanist civ after i slowly beat this one =D

what i'm trying to say is that you dont HAVE to follow everything that people are saying on these forums (like you shouldnt have many city infrastructure due to maintenance..or specialize buildings depending on the type of city). building everything would still be okay..

comments are welcomedd
 
Of course you don't really need to work all available tiles, but you do pretty much need all the available hills and freshwater grassland/food tiles.

@pi-r8: My apologies. :blush: I shouldn’t have used the word “all” – since, of course, my large Civ 4 cities didn’t always work every single tile in a BFC. The point I was trying to make is the very one you made much more eloquently here:
I know it's POSSIBLE, but I want to grow big cities in a reasonable amount of time, so that I can actually do something with that growth.

IMHO, it’s precisely this issue that is offsetting the benefits to city production and so on that moving to hexes - of which there are more available for a Civ 5 city to work than there are tiles in a Civ 4 city - should bring. Indeed, I wonder if it’s precisely why I’m seeing the same things that you and yanner39 for instance have noted. This is why Lenx’s comments (which I’ll come back to in a mo’) may prove to be very valuable for me.

As far as savegames and screenies go meanwhile everyone, all I can say at this stage is that patience is a virtue IMHO. :) In Roxlimn’s defence, the OP mentioned there being difficulties attached to hosting a game and posting screenshots, here:

I do not know how to host a game and I don't have the time, anyway. I might post screenshots if I can find a hosting site that doesn't show all my private pics, but that might take a while.

So this is a call to forum goers who are interested: show us how to get a builder game going where you grow your cities as high up and as hard as you can.

EDIT: I think I can manage uploading save game files. I'll try to do that in the coming days.

And I completely understand the subsequently mentioned point re: a lack of time to play at the mo’ – my Washington game is suffering from the very same issue...RL is currently getting in the way of Civ. Must. Prioritise. Better. :lol: FWIW, I’m sure a savegame will be up in time, as Roxlimn mentioned in the OP...and if it’s anywhere near as insightful as pi-r8’s playthrough, I’ll be a very happy civver as a result. :D In the meantime of course, if anyone else would like to post a screenie or save that will help me learn how to build a network of large, infrastructure heavy cities, I’d love to see them!

All this of course brings me back to Lenx’s post, for which I’d like to say a big thank you...and welcome to cfc! :band: Your point re: farming riverside tiles and TP-ing non riverside tiles is particularly insightful IMHO. It also dovetails nicely with pi-r8’s earlier point re: needing a whole bunch of riverside tiles (to be able to feed mines) to make this builder-style approach to Civ 5 work. FWIW, I have to confess that I’ve been constructing (sometimes more than) the odd trading post on riverside tiles, partly because they fitted in so well with the ICS style approach to Civ 5 with which I’ve had success – and partly because I see buying things as much more efficient than building them in Civ 5. Both you and pi-r8 may well be on to something though – perhaps there is an upside to not having been able to progress much in my Washington game after all. :D

That said Lenx, I’ve a few questions if you don’t mind. I was very interested to read your point re: not being crippled by maintenance costs (which I’ve mentioned previously is something that I find a problem) – and how golden ages help keep you afloat financially. This is something that I had very much in mind when I posted earlier about my tendency to REx (as legacy of Civ 4), because I’m finding this tendency can eat into happiness until I can get some :) boosting infrastructure up. To that end, how many cities are you settling, say, before you get to biology and open up the order tree? (This BTW picks up on a point that Neuro made earlier in this thread.) On a related issue, how much priority are you giving to biology in the tech tree, given that it unlocks hospitals and the order tree...around what year in the game are you managing to nab biology? I ask because, as I mentioned earlier, I’ve not yet managed to get it as early as 1300AD (which is when pi-r8 managed it in the playthrough).

My two final points are a question and a request. The question is simply, roughly what infrastructure are you managing to get in place (i) pre-civil service and (ii) pre-biology? I appreciate that this a very broad question but I ask because, IMHO: (i) biology’s hospitals are the key to growing cities and working tons of hexes, (ii) the order tree that biology unlocks helps enormously with production and (iii) I’d love to get an insight into how much your tendency to farm riverside tiles (as opposed to my tendency to TP some of them) brings forward the time at which you can start building Civ 5 infrastructure in earnest, compared to when I experience it (which is usually around biology). Having gone back over pi-r8’s screenies after reading your post, I may just have experienced what’s known as a “lightbulb moment” in my Civ 5 experience, by beginning to appreciate just how important farms are to a builder style game. So thank you. :)

My last point meanwhile Lenx is a simple request, if you have any city screenies from your previous games employing your approach (particularly around the time of civil service and / or biology), I’d love to see them. :) In a similar vein, if you do decide to try an immortal or deity game using your builder style approach, I’d love to see the outcome (or a link to it) posted on cfc. Win or lose, I would certainly learn alot.

I'm surprised by the amount of people that haven't grasped this concept and keep posting it like the game's broken or it's a revolutionary discovery. :)

@Bandobras Took: FWIW, I don’t see that the fact that you have to choose between hammers and techs is the issue. :) Instead, the point I’m noticing is that very small changes seem to have very profound consequences in Civ 5. Conversely of course, I’m finding that this means that if I want to achieve a given outcome in Civ 5, then I need to do the equivalent of walk a tightrope...make one wrong move so to speak and the outcome of the game skews massively in my experience. Indeed, the point re: hammers and tech is great example of that IMHO – because, building on the posts in this thread and my own experience, building a network of large, infrastructure heavy cities in Civ 5 now seems to me to mean it is necessary to (i) prioritise settling riverside cities (and – as I’m comimg to realise from this thread - accept that non-riverside cities won't be as big as riverside sites / that I need make non-riverside cities luxury boosting satellites to support riverside megacities) (ii) farm (rather than TP) riverside tiles in what will become my infrastructure heavy megacities to feed mines to get some semblance of early production in particular (whilst TP-ing the luxury boosting satellites as Roxlimn notes) and (iii) prioritise biology to unlock hospitals and the order tree.

Now, given time, it may just be that other civvers out there will come up with advice that contradicts and / or supplements these last three points. But I have to say that my experience to date, (which is now getting supplemented by some great insights on this thread), is that if I stray even slightly from these pre-requisites, the hammer, beaker, gold balance in Civ 5 skews enormously. As I mentioned earlier in this thread, the result that I’ve come across all too often to date as a result, is an empire of mid size cities possessing nothing more than a skeletal infrastructure. IMHO – and this is just my personal view – this has presented a real handicap to my enjoyment of Civ 5, because I seem to have jump through an awful lot of hoops / walk a very narrow tightrope to do the very thing Roxlimn alluded to in the following post:
I do find that building up tends to get the science lagging, just because the population growth is slower. Since it matches the production speed nicely, I really do get the impression that I'm playing a more-or-less normal Civ game.
ie, just to play something akin to a normal game of Civ.

Of course, my personal opinion means squat in the scheme of things...and only Firaxis know how much of what we're discussing in this thread is an imbalance to be corrected in a later patch or expansion, and what's deliberate gameplay design that will remain unchanged. However, what I’ve observed about Civ 5 to date is that the game asks me to do nothing like walk the same tightrope if I set out to win militarily. Instead, I’ve found that pursuing a military victory which de-emphasizes infrastructure allows me far more in-game latitude. Yes, horsemen can for example be used to devastating effect, making them a very common beeline at the mo’ in my experience. But, as I’ve found out, I don’t have to use them....and indeed, I’ve recorded more than the odd military victory using other units instead such as rifles or artillery, to name but two. It’s almost as if the straight jacket necessitating that I must do x, y and z to acheieve a certain outcome in Civ 5 comes off (or at the very least gets massively loosened), the moment I choose to win via domination; by building military units and shunning anything more than a skeletal infrastructure.

Now of course, as I unashamedly noted in my (kindly copied) OP, I may just be a very poor Civ 5 player. (Then again, in an attempt to preserve some shred of dignity, it might be said instead that I’m a very effective warmongerer. :lol:) However, you could help me enormously here to enjoy Civ 5, by posting like Lenx has done to highlight strategies that correct my mis-perception; and show me where I’m going wrong trying to “build an empire that will stand the test of time,” to quote the pre-game blurb. If you have anything to add in that regard that would help, I’d really love to learn it. :)
 
I think Civ players should play more and do math less, since players are often misled by what they find or have difficulty interpreting their findings.
Well the problem is that the stuff you say contradicts my experiences from playing this game, and that of a lot of other people on this forum. So use math to try to figure out if what you're saying is at all plausible... and it isn't.

Not all my size 20 cities are going have Universities and Public Schools and 4 Scientists, because they won't all be Science-focused. Most of them will probably have Universities at some point, but the production-focused ones should have specialists on Engineers for hammer output, not Scientists. I know this offends your game sensibilities, but that's tech for you. If you focus on techs and not on production, you will have more of one and not enough of the other. Makes sense?


If you review the modern techs, you will notice that only a few techs actually involve making buildings, and at that point in the game, the gold/hammer ratio is actually natively good enough to allow rushbuying of a lot of buildings - moreso with Big Ben. Go ahead and look.

Production buildings should build their modifications fast enough not to require rush-buying after the Factories. With Golden Ages helping, you can actually get most production sites Factory-online quickly.

Let's estimate that without the focus on science, the turn rate for modern techs is a more sedate 6 turns. It'll take 12 turns for two techs, and that ought to be enough for a production site to get either Hydro Plant or Solar Plant, as its needs dictate. In many cases, you won't even have the opportunity to get the building, because the city site isn't appropriate.

IMX, most of the large city infrastructure is "complete" by the time you get to Modern techs. There are several exceptions - the Stock Exchanges are really hammer-expensive and they take a long time to make in Trade Posted cities. I find those the hardest to incorporate.

Let me be clear on this, though. I am speaking of my game experiences. It's on King, so you can bash me however you like for that, but I'm not sure the in-Civ economy is all that different between Emperor and King. I didn't do the math. I'm not speaking theoretically. These are not from tests. These are from games I've played.

840 science a turn is very fast. If you tuned every single one of your large centers that way, then I'm sure you can tech even faster, but this is why I'm not so keen on Rationalism - I'm teching more than adequately without it, and quite fast enough if I have enough of the smaller cities.

Fair enough, I don't build a lot of public schools either. But you said you had other cities also, besides the big ones, which should make up for it.

Here's the reason I brought up the math. When I played through using 3 big cities, the production did match up fairly well with the tech speed. I still didn't finish all the buildings I wanted until I was in the modern era, but that's OK. But you're saying that you have more than 3 times as many cities as I did, and still managed to finish all the infrastructure before researching the modern era. Even without any tech buildings at all, you must have been teching faster than me. So how on earth did you manage to both research faster and produce faster?

Production isn't rocket science in this game. Especially in the first half, basically all you can do is work mines and lumbermills. So I find it hard to believe that you're getting significantly more production than me, enough to build all the early buildings right when they become available. You never have to choose between production and science- more production lets you build more libraries and universities, etc. The only choice is a few big cities or lots of small cities.

What I think might be happening is that you're actually researching very, very slowly. 800 beakers/turn is not fast for the late game- I've gotten twice that, easily, without even using rationalism. If you're only playing on king then you might not realize yet how fast tech can go. But even if I just take you at face value- 10 size 20 cities, plus some others, and let's assume that you have no scientists or research buildings at all- you should still be getting a lot of research.

So until you post a screen shot showing how this works, or a save, or some math that actually makes sense, I'm just going to assume that you're exaggerating a lot.
 
That said Lenx, I’ve a few questions if you don’t mind. I was very interested to read your point re: not being crippled by maintenance costs (which I’ve mentioned previously is something that I find a problem) – and how golden ages help keep you afloat financially. This is something that I had very much in mind when I posted earlier about my tendency to REx (as legacy of Civ 4), because I’m finding this tendency can eat into happiness until I can get some :) boosting infrastructure up. To that end, how many cities are you settling, say, before you get to biology and open up the order tree? (This BTW picks up on a point that Neuro made earlier in this thread.) On a related issue, how much priority are you giving to biology in the tech tree, given that it unlocks hospitals and the order tree...around what year in the game are you managing to nab biology? I ask because, as I mentioned earlier, I’ve not yet managed to get it as early as 1300AD (which is when pi-r8 managed it in the playthrough).
Did you try to save up several great scientists, so that you can bulb the last 3 techs in quick succession? That's the key in this game to getting any specific tech quickly. For what it's worth, 1300AD isn't even all that fast- Paenblack posted a screenshot where he launched a spaceship in the 1300s, so I'm sure it's possible to get biology much sooner than I did.

My two final points are a question and a request. The question is simply, roughly what infrastructure are you managing to get in place (i) pre-civil service and (ii) pre-biology? I appreciate that this a very broad question but I ask because, IMHO: (i) biology’s hospitals are the key to growing cities and working tons of hexes, (ii) the order tree that biology unlocks helps enormously with production and (iii) I’d love to get an insight into how much your tendency to farm riverside tiles (as opposed to my tendency to TP some of them) brings forward the time at which you can start building Civ 5 infrastructure in earnest, compared to when I experience it (which is usually around biology). Having gone back over pi-r8’s screenies after reading your post, I may just have experienced what’s known as a “lightbulb moment” in my Civ 5 experience, by beginning to appreciate just how important farms are to a builder style game. So thank you. :)
Pre civil service I can't get much. Probably just monuments and coloseums, maybe a library or a granary. Civil service just comes fast, you don't have time to build much first (unless you deliberately delay it, but why would you do that when you're trying to grow big cities?

pre-biology... I don't know. I have no idea what to prioritize in this style. As I recall I had libraries and universities in all cities, but no markets yet. I also had granaries, waterwheels, coloseums, monuments, and temples in all cities. I built the national epic and national college in the capital. I don't think I had much else (I didn't even have metal casting yet so I couldn't build workshops).

One other big tip I have- since freshwater is so important for growing big cities, set "rainfall level" to "wet" in the game setup options. That will help a lot. "resources- legendary start" helps too.
 
Well the problem is that the stuff you say contradicts my experiences from playing this game, and that of a lot of other people on this forum. So use math to try to figure out if what you're saying is at all plausible... and it isn't.

I think it sounds implausible to you because you don't want to believe that another players can do something that you can't. This is something that many players who play at high diff settings are prone to doing. I don't know how to answer this. If you don't want to believe that it is possible, then that's really your call.

pi-r8 said:
Fair enough, I don't build a lot of public schools either. But you said you had other cities also, besides the big ones, which should make up for it.

Here's the reason I brought up the math. When I played through using 3 big cities, the production did match up fairly well with the tech speed. I still didn't finish all the buildings I wanted until I was in the modern era, but that's OK. But you're saying that you have more than 3 times as many cities as I did, and still managed to finish all the infrastructure before researching the modern era. Even without any tech buildings at all, you must have been teching faster than me. So how on earth did you manage to both research faster and produce faster?

Production isn't rocket science in this game. Especially in the first half, basically all you can do is work mines and lumbermills. So I find it hard to believe that you're getting significantly more production than me, enough to build all the early buildings right when they become available. You never have to choose between production and science- more production lets you build more libraries and universities, etc. The only choice is a few big cities or lots of small cities.

What I think might be happening is that you're actually researching very, very slowly. 800 beakers/turn is not fast for the late game- I've gotten twice that, easily, without even using rationalism. If you're only playing on king then you might not realize yet how fast tech can go. But even if I just take you at face value- 10 size 20 cities, plus some others, and let's assume that you have no scientists or research buildings at all- you should still be getting a lot of research.

So until you post a screen shot showing how this works, or a save, or some math that actually makes sense, I'm just going to assume that you're exaggerating a lot.

I'm not exaggerating at all. In fact, in games where I have many size 20 cities, my capital is usually in the size 30 range.

I'm 100% sure that I'm researching slowly by your count since I don't make a point of emphasizing research. I don't like it when I have Riflemen in 500 AD or some such equally or more anachronistic event. It's nice now and again, but when all my games are that anachronistic, it sort of ruins historical immersion - makes it feel more like a game and less like running a Civ, you understand.

I do realize how fast tech can go, which is why, when we have these discussions between us, I keep pointing that out. You and other players are teching at least twice as fast as I am, and probably more. Again, I did not do the math, but I can assure you that without focusing on research, you can get the buildings up fast enough between production and rush-buys.

pi-r8 said:
Production isn't rocket science in this game. Especially in the first half, basically all you can do is work mines and lumbermills. So I find it hard to believe that you're getting significantly more production than me, enough to build all the early buildings right when they become available. You never have to choose between production and science- more production lets you build more libraries and universities, etc. The only choice is a few big cities or lots of small cities.

My guess is that I'm working mines, lumbermills, and plains, and sheep, and horses and such, and I build Workshops (which boosts building hammers by 20%) and I use things like Seaports (which boosts production by a lot if you site cities so that they eventually have access to multiple sea resources).

Choosing to build a library instead of a Workshop is a choice for science, instead of production. A Trade City doesn't always have the production and the time to make a Workshop and a Library, and a Market in the early game. You have to choose. My guess is that I'm choosing Workshop and you're choosing Library. After Bank, in this Trade City, we get to choose between University and Windmill. You choose University, I choose Windmill.

Now, clearly, since you're much better at this game than I am, the way I'm choosing is really newbish and stupid, but it does sync production with science nicely.
 
But I have to say that my experience to date, (which is now getting supplemented by some great insights on this thread), is that if I stray even slightly from these pre-requisites, the hammer, beaker, gold balance in Civ 5 skews enormously. As I mentioned earlier in this thread, the result that I’ve come across all too often to date as a result, is an empire of mid size cities possessing nothing more than a skeletal infrastructure. IMHO – and this is just my personal view – this has presented a real handicap to my enjoyment of Civ 5, because I seem to have jump through an awful lot of hoops / walk a very narrow tightrope to do the very thing Roxlimn alluded to in the following post

Certainly there can be a very wide "swing." I would still chalk it up to learning curve, though, not bad design. Most of the process you mentioned applies just as well to earlier incarnations of Civ -- feeding the big production tiles, fresh water settling, etc.
 
I think it sounds implausible to you because you don't want to believe that another players can do something that you can't. This is something that many players who play at high diff settings are prone to doing. I don't know how to answer this. If you don't want to believe that it is possible, then that's really your call.
It's not just me- none of the other people who have beaten the game on deity can do this either. No one else claims, like you do, that you can build huge cities in a reasonable time and construct all the buildings. So apparently you've figured out something that no one else has. I want you to give either some sort of proof, or a reasonable explanation of how this works.

The only thing I can think of is that maybe you're just not building any libraries at all? That's not "de-emphasizing research" that just ignoring it completely. Maybe, by doing that, you can slow down research enough to give your cities time to grow. What year do you typically research important techs like biology, steam power, and rocketry?

My guess is that I'm working mines, lumbermills, and plains, and sheep, and horses and such, and I build Workshops (which boosts building hammers by 20%) and I use things like Seaports (which boosts production by a lot if you site cities so that they eventually have access to multiple sea resources).

Choosing to build a library instead of a Workshop is a choice for science, instead of production. A Trade City doesn't always have the production and the time to make a Workshop and a Library, and a Market in the early game. You have to choose. My guess is that I'm choosing Workshop and you're choosing Library. After Bank, in this Trade City, we get to choose between University and Windmill. You choose University, I choose Windmill.

Now, clearly, since you're much better at this game than I am, the way I'm choosing is really newbish and stupid, but it does sync production with science nicely.

I build seaports too but they come quite late in the game. And by "Trade City" I guess you mean a city that mostly works trading posts? Such a city would have almost no production- less than 10 hammers. I'm happy if I can just build a market and a coloseum in that city before reaching the modern age.

If it's a big city with high production then you said you could build almost all buildings there as they were researched. In that case you dont' have to choose! You just build everything!
 
I play this way normally and I am only on my first game. I have some issues peculiar to me that have made my game a bit unusual, but I think I can help. Keep in mind: 1) I am playing on a foreign language version - and while I speak the language, the game uses some words that are way out there and so I may not always know what to call something, 2) As a result of #1, I made some decisions that will sound odd (like not realizing I had to build a trade route in the capital in order to activate all the sea routes).

I chose Hiawatha on an archipegalo map. And I think this strategy is completely doable on that map type. You won't have to fight for your island if you start on a relatively small one (but big enough to get you there). You also won't need many units (especially as Hiawatha) as you will be able to move relatively quickly. I was also going for a culture victory. Thus, I wanted to build lots of buildings anyway.

Next, I had read how difficult it was to support many cities and so I started with only 5. 4 on my main island and then a fifth on a big island with my main nemesis.I could have added a city on my main island to reach 5, but I wanted each city to be able to reach its maximum potential. In retrospect, I could have continued expanding and taken more space naturally. Instead, I eventually ended up fighting a war where I took just one city. As my happiness climbed, I realized I could take on more cities. But it was a while before I did so. When I did, I totally took over Siam ( I think it was them anyway) and that is the only true offensive war I have fought. Of course, they ticked off several city states and China and so we all ganged up! :) As a result of this, I have several city-states sending me food and that will be key - getting these started as early as possible. I can't imagine how much gold more I would have had if I had just constructed that one building.

All my other wars were to free city states that could gift me food. As a result I have fought several small skirmishes as I freed them, but have not had to fight other civs all that much - and the nature of archipelagos makes it harder to fight against someone with a strong navy (me).

As I was focused on culture buildings, I didn't build many units. And thankfully, no one attacked me directly. There was a period I probably would have been toast if they had. I probably made too many farming improvements compared to cottages (or whatever they are called now). But on the other hand, it turned out ok as my cities developed quickly. With culture coming so quickly, I was able to choose policies quickly that minimized some of the harm of having bigger cities and such. And once I realized my gold mistake, well I probably could have done things much faster as my gold increased several hundred in one turn of mid 1900's! That was really a 'duh' moment.

Hiawatha apears to be able to defend himself in the water too, so the few units I had were more aggressive in exploration than they might otherwise have been and I did pick up a lot from ruins on remote islands. And a few ships will prevent too many (if any) landings in the first place.

The second part will need to wait until I get home and can see my game again. I didn;t count the number and size of my cities and I am at roughly 1997 if memory serves, so just before the target date. I'll log on later and let you know if it really worked and what size I am now. But I am sure I could have had bigger cities now if I had realized my mistakes earlier. I just am not sure if they would be big enough.
 
So - 28 cities in total (of which I ultimately built 9 myself).
Of those:
1 over 25
2 over 20
9 over 15
26 over 10

I think if I had taken out Siam earlier, I would have had 50+ turns more to develop these same cities (more or less). Or maybe I would have expanded earlier organically. So I think it might have been possible to get a good 10-12 over 25. I also never built any of the +2 food buildings. I may need to rethink and occassional build of those in some cities.

Second time around, I will get those city-states' food earlier too!
 
On the subject of having affordable cities: Never keep more than one or two barracks/stables/armories/and so on - more is an unnecessary waste of money since you won't build any Stacks of Doom. (Send unpromoted units off to fight barbarians - you'll make money and get XP's for the units. And the barbarians will be around for a long time.) And build the money-generating buildings (marketplace, bank, stock exchange) in every city - they run a profit everywhere, which makes sense. In a military city, the military men will want a bank account too, as will the contractors who build horses... er, well, you know what I mean. The people at the munitions industries, the restaurant owners, the brothel keepers, the people who grow the wood for axe handles.

Trying to satisfy city populations by acquiring the goods they crave is very important for making the cities grow. If you don't have the goods on your own land and can't get it from another civ, look through the city states; at least one of them is almost certain to have it. Groom him to become your buddy and see your cities celebrate.

Growing a city to size 28 or higher isn't really that difficult.
 
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