A big thanks to everyone so far. But a few more questions have been raised from your responses, which I hope you'll still indulge me with.
See, I feel like I've got a much larger grasp of CE now, but, let me just see if I got this all straight:
For a SE, you will be relying on
to give you your
and
through your specialists. Get a lot of food, Caste System, and Representation and you're cruisin'. You'll also rely more on Wonders to give you a better edge.
But you'll also get
with this, allowing you to "light bulb" techs to keep you in the lead, or all the other benefits.
For a CE, you will be relying on
to give you your
and
through the slider. Get Universal Suffrage, Free Speech, and Emancipation and you're cruisin' with enough cottages.
Either way you want to have a good amount of cities so that you can generate a lot of either
or
in order to generate a lot of
based on which economy you are using.
You have the basics. That's how the 2 different styles work. I don't know who discovered SE, but I certainly didn't realize the game could be played without a lot of
. Definitely good game design to allow radically different styles of empire maintenance.
So here are my follow-up questions:
1) How do you get
with a CE?
MrCynical already mentioned it, but basically a GP farm. It's the most efficient way for the CE to get GPs because it's inefficient to pull population from cottages to be a specialist instead.
2) How much land is too much? Or, even more specifically, how far away from the capital is too far, giving too much maintenance?
Distance is somewhat of a factor, but if you can pay for it, it doesn't matter. Basically, a player expanded too quickly if he cannot keep up
due to having to get more
to pay for everything. If you ever ran into a situation where your slider is 40% or lower (assuming CE) and you are STILL in the red for money per turn, and you cannot seem to keep up in tech, then you've expanded too quickly.
MrCynical addressed a lot of it as well, but I'll chime in a bit more. A CE sorta requires most of its cities to be able to pay for itself (more or less). A SE can specialize a few cities, usually coastal for trade routes and extra income, to pay for the majority of the empire, and then have all the rest of the cities chip in a little (via the slider usually, sometimes a merchant specialist). I could be wrong, but CEs usually expand more slowly because every city needs to pull its own weight in
somewhat. A SE can expand more quickly because it can have highly specialized cities devoted towards paying for the entire empire. This is because since the CE's
is mainly controlled by the slider, it's harder to make a non-holy city into a moneymarket, and players certainly don't want to reduce a city's
by using specialists to generate more
All that being said, a few things never change. If you have a holy city with a lot of the religion spread, that city NEEDS to have a market, grocer, bank, and Wall Street. City details will reveal how much a city is generating in
, and the highest ones usually get markets, grocers, and banks. Those cities usually end up being coastal cities due to trade routes and harbors.
All cities, CE or SE, require the basic infrastructure. This will vary from player to player, but I believe the following are needed in all cities:
Granary (for growth)
Theater (for culture)
Courthouse (for acceptable maintenance)
That's it. You'd be surprised how efficient you can make your play if you cut down on the extras that aren't needed. Markets, grocers, and banks just aren't needed for most cities. Same with libraries even. Theaters are just so much cheaper than libraries that until a city matures and produces lots of commerce or science, a library is worthless and a waste of hammers. Even if a civ gets cheap libraries, I'll hold off until a bit later, unless the number of hammers is lower than the theater.
This will definitely change depending on your style and goal for the game. For example, when I play Shaka, I build ikhandas, granaries, and theaters first. I skip the courthouse until my upkeep is insane because of the ikhanda's upkeep reduction ability. Also with the ikhanda, every city of mine can build the most efficient troops, and they almost always do to keep up the war machine.
3) For the SE, I build lots of farms. For the CE I build lots of cottages. When do I make the switch? Because it's going to take my Workers some time to change all those farms into cottages and then it'll take my city some time to make those cottages mature.
I'm not very good at making the switch myself, but usually when I play SE, I war a lot. If I can quickly capture a city, I do so and fit them in as SE or CE depending on the improvements. If I cannot, I will usually pillage, and once I do get the city, I go the SE route.
The other method I've heard is having river and coastal cities build cottages no matter what, but start small and get growth from farms and other food improvements first and then ease into it. When new cities are founded or captured, use SE for them.
Stay with Caste System with the hybrid, because of the workshop buff in BtS, plains can easily produce 4 hammers before Liberalism, allowing all cities enough of production to keep the empire growing.