*Satis
Bloody Fool
The hardest thing I've yet tried to do in Civ IV is to build up a resource powerhouse. No longer can you plonk a city down spot next to a mountain range and expect it to grow into Detroit. Your most productive cities are likely to be those built on floodplains, surrounded by grassland with a river, a couple of Hills and (most importantly) some bonus resources in the area.
In my experience, every city should be geared up to produce copious amounts of food. This food can be used to feed specialists, to make up for the labourers working down the mines, to grow. It can also be put towards the production of settlers and workers, so at the very beginning of the game a food-heavy but resource-light city can be the most important part of your empire, churning out all the workers and settlers you need.
Even towards the end of the game, it's unlikely that many of your cities will be working more than half the terrain available to them. The new Specialists system sees to that - these guys are essential for generating Great People, and a good deal of your production, commerce, culture and research are going to be coming from them. Each one needs feeding - so how many specialists will you be able to support with four people working the land? With seven? With ten? If your city can't produce a big food surplus, it's never going to be more than a way of securing a tiny scrap of the map.
So, some tips:
*Plan your cities. What will this one be for? Will it be an industrial powerhouse to crank out units? Is this going to be your naval headquarters? How about a cultural powerhouse (Remember you need three of these to get a Culture Victory)? Or a commercial megacentre? In each case, you'll need a big food surplus coming from a few tiles in order to assign enough specialists, work those mines and build cottages on the valuable flatlands.
*So, do not build a city unless you can see a big enough food surplus there. Take into account that the city tile itself will produce 2 food in all weathers. This allows for one specialist, or lets you work 1 hilly plains mine or 2 hilly grassland mines.
*Consider special resources. Know what they will produce when exploited. Remember that whales will vanish late in the game.
*Consider when a city will be able to reach its full potential. If a river doesn't run through it, you're not going to be building farms until you discover Civil Service. If you're not going to have researched Hunting, Fishing, Calendar, Civil Service, Animal Husbandry (and to a lesser extent, Pottery, Mining, Machinery and Optics) when this city needs them, how well will it manage without?
*Mid-game onwards, remember that Biology improves food output by 1. This can be desperately important as it will increase the population you are able to support.
*Don't be in a rush to over-develop your terrain. You can't plant forests any more, and they give an important health boost late in the game, so keep them around unless you really need the terrain underneath.
*Settle along rivers early on. Civil Service might be a long time coming, especially if you find yourself in trouble with an aggressive neighbour and have to push for Iron Working, Metal Casting, Optics and other important, expensive military techs.
What do you think? Am I right about the importance of food, or is there something that I've missed here?
In my experience, every city should be geared up to produce copious amounts of food. This food can be used to feed specialists, to make up for the labourers working down the mines, to grow. It can also be put towards the production of settlers and workers, so at the very beginning of the game a food-heavy but resource-light city can be the most important part of your empire, churning out all the workers and settlers you need.
Even towards the end of the game, it's unlikely that many of your cities will be working more than half the terrain available to them. The new Specialists system sees to that - these guys are essential for generating Great People, and a good deal of your production, commerce, culture and research are going to be coming from them. Each one needs feeding - so how many specialists will you be able to support with four people working the land? With seven? With ten? If your city can't produce a big food surplus, it's never going to be more than a way of securing a tiny scrap of the map.
So, some tips:
*Plan your cities. What will this one be for? Will it be an industrial powerhouse to crank out units? Is this going to be your naval headquarters? How about a cultural powerhouse (Remember you need three of these to get a Culture Victory)? Or a commercial megacentre? In each case, you'll need a big food surplus coming from a few tiles in order to assign enough specialists, work those mines and build cottages on the valuable flatlands.
*So, do not build a city unless you can see a big enough food surplus there. Take into account that the city tile itself will produce 2 food in all weathers. This allows for one specialist, or lets you work 1 hilly plains mine or 2 hilly grassland mines.
*Consider special resources. Know what they will produce when exploited. Remember that whales will vanish late in the game.
*Consider when a city will be able to reach its full potential. If a river doesn't run through it, you're not going to be building farms until you discover Civil Service. If you're not going to have researched Hunting, Fishing, Calendar, Civil Service, Animal Husbandry (and to a lesser extent, Pottery, Mining, Machinery and Optics) when this city needs them, how well will it manage without?
*Mid-game onwards, remember that Biology improves food output by 1. This can be desperately important as it will increase the population you are able to support.
*Don't be in a rush to over-develop your terrain. You can't plant forests any more, and they give an important health boost late in the game, so keep them around unless you really need the terrain underneath.
*Settle along rivers early on. Civil Service might be a long time coming, especially if you find yourself in trouble with an aggressive neighbour and have to push for Iron Working, Metal Casting, Optics and other important, expensive military techs.
What do you think? Am I right about the importance of food, or is there something that I've missed here?