SE ys CE and workshop economy [;)] in relationship to the terrain...

hardwarevreag

Chieftain
Joined
Aug 1, 2007
Messages
48
Hello guys,

I thought about the different types of economy regarding the terrains - e.g. swampland, plains and "green land" [;)]:

Plains:

You simply have to use farms to get the additional food for using the terrain - no real city can live of 2 fields...

Your aim should be researching civil service and biology, so that you can spread irrigation and get one food more per turn...

Useless to say that you will get the possibility to use many additional specialists...

Swampland:

Three possibilities:

watermills - cottages and additional specialists - workshops and later specialists...

The game situation will be a better hint than all of my theories for chosing...

Greenland:

CE or SE - it's up to your choice, but SE semms to be weaker, because 9 Hammers of 3 Engineers + some priests will seldomly reach 20 hammers of cottages...

But it's up to your choice, too, because I'm not very experienced in SE...

Another possibility is an workshop-land, too, i you have got food from somewhere till communism ends up this prob. with state property...

So what's the extraordinary conclusion?

There are some traits useful for SE as philosophical for example. The may not be that strong on an tropical map with lots of green land, but very strong on dry maps...

So, to get to the point - traits have different values on different climates and sealevels (financial for example)...


I hope my articlewill helps you to se the struggle...

Yours sincerely,

hardwarevreag
 
Generally I go SE or CE based on terrain. However, CE is tough to get going early, especially because the capital has a lot of critical builds and the second city is usually a production city for me. So I'll go CE at this point if I decide to found 3 more cities before any war, and I'll start cottaging them ASAP to make up for maintenance. SE is easier to get going because all you need is a food resource and a library before monarchy because the happy cap is so low. It's a lot of micromanagement but you can whip a city and then run specialists while the unhappy goes down, for example.

An open grassland has the potential to be a production supercity even without biology and state property. However it does require guilds and chemistry to really get going. Normally I found a mostly cottage city in suboptimal terrain but it usually has a hill or two so I can build the commerce buildings before maxing the cap working cottages. This is another reason so start with SE and then transition to CE, so that you can whip without stifling your economy.
 
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