Corporal Kindel
Chieftain
Ok, I got a few Civ IV strategy related questions. I’ve played about 15/20 Civ IV games now and won maybe 4 or 5 of them (but the last two I won). Many I lost because of darn barbarians
. I find that I usually (now) can do well in the early game, but in the mid to late game my lead-score starts to slowly fall in relation to the AIs. I’m not exactly sure why. I think it’s because I’m not specializing my cities properly. I don’t exactly have a clear cut idea of how I should approach my city development in this period. I’ve read other threads where someone talked about specializing cities (i.e production stuff [forges, barracks] in production cities, commerce stuff [libraries, markets, banks, temples] in commerce cities, and farm stuff [granaries + farms] in GP farm cities). This seems to make sense to me. The only problem is that there is too much overlap with “needed” buildings. What I mean is: you’re going to need courthouses in a lot of cities otherwise your maintenance costs rise excessively. You’re going to need some amount of cultural centers, even if you’re going for a military victory [to expand your borders & prevent cities from flipping] in many cities (temples & theaters). And mostly, it’s been my experience, you need to improve your production .. cities with 11/12 shields (as in cottage spam flood plain cities without hills) simply can’t produce buildings fast enough & you can’t take advantage of the huge commerce generation as a result.
So, it just seems to me that there’s so much overlap that one can’t but avoid building many buildings in many different cities (defeating the purpose of specialization). A forge is a good example. Without a forge, some cities just can’t build fast enough. In fact, I’ve had cottage spam & farm cities in which half my production came from GP priests settling in the production-weak spam-city just to boost production!!
That kind of defeats the purpose of GP farms imo. So what buildings are good players building (prioritizing) in order to do a successful specialization in the three city types (GP, commerce-spam, and production)? It just seems like there is too much building overlap needed in order to specialize cities adequately.
I don’t know, maybe I’m not settling in the best possible locations. Generally I try to choose sites with two or more special things (wheat, cows, iron, gold, etc). Usually I can do this with 70/80% (loose estimation) of my cities if my settlers are willing to travel some distance. The problem with this approach is that it drives up the maintenance costs in early-mid to late-mid game excessively ( resulting in weak financial state, which drives down my science slider, and as a result the AI starts to pass me in total score as well as sciences ). I tend to feel that it’s pretty important to build 5 or 6 cities quickly & get them running otherwise the AI starts taking all the good city sites around you (not to mention building wonders). It’s like you need to use them or loose them. So, how does one minimize these maintenance costs & still be able to build a fair amount of cities? Staying within a short distance of the capital isn’t an option, because there’s usually not that many special resources within a short distance of the capital to support 4 or 5 cities .. not to mention that you’re cutting your arm off in the long run in doing that.
Another question I have is about the cottage-spam thing. The problem with it, as I see it, is that it only tends to work in certain city sites ( sites along flood plains or with a few clams, fish, wheat, etc in its radius). Good flood sites along the cost, generally, don’t have good production (they lack hills, maybe just have a couple of woods) resulting in too low production (11 or 12 shields simply doesn’t cut it in the long run). And the inland sites that are good for production (plenty of mines/forests etc) usually need a lot of farms to support all the guys working in the mines (otherwise your city size never gets past 4 or 5). So, I don’t see how one can completely specialize in tile/city development (flood plains usually lack production, and high production sites usually lack enough farms). When one is talking about cottage-spam, how may cottages are we talking about in a good cottage-spam site? (I’m assuming like 50% to 70% cottages in [of] the “fat cross” tiles). And also, how do you boost production in these good cottage-spam sites without chopping half your trees within a 20 tile radius? (it’s a problem not having enough production to take advantage of the high commerce generated in these good spam type sites).
Lastly, the games that I’ve won have generally been by rifleman (one game I actually got infantry, marines and destroyers), cultural victories. Two of the games I won (one by 2032 the other by 1988), I had not gone past rifling & railroad (ramming the culture slider up to 100%). At some point in these games, I was able to be on 100% culture and still have a good positive cash flow. The only problem is, I don’t know exactly how I did it (it was purely by luck). I think it might have been that I had a lot of markets, banks, grocers, etc.. but I don’t really know for sure. So, what are the top income-generating buildings/civics (or anything else) that one needs to insure a positive cash flow with the slider set to 100% science or culture? I figure if I can get to this point earlier in my games it’ll be a great boon (I don’t think I’ve fully exploited the merchant thing, I’ve usually been on close-borders to prevent the AI from moving behind me & settling cities where I don’t want them to). I’m assuming that I need all these buildings (or whatever) in my top commerce-generating cities; the smaller later-built cities don’t seem to matter as much.
There’s still a few thing I need to learn about this game .. like I’m not exactly sure which civics I should be striving for at which times in the game (though I have a much better idea which sciences I need to be researching first now).

So, it just seems to me that there’s so much overlap that one can’t but avoid building many buildings in many different cities (defeating the purpose of specialization). A forge is a good example. Without a forge, some cities just can’t build fast enough. In fact, I’ve had cottage spam & farm cities in which half my production came from GP priests settling in the production-weak spam-city just to boost production!!

I don’t know, maybe I’m not settling in the best possible locations. Generally I try to choose sites with two or more special things (wheat, cows, iron, gold, etc). Usually I can do this with 70/80% (loose estimation) of my cities if my settlers are willing to travel some distance. The problem with this approach is that it drives up the maintenance costs in early-mid to late-mid game excessively ( resulting in weak financial state, which drives down my science slider, and as a result the AI starts to pass me in total score as well as sciences ). I tend to feel that it’s pretty important to build 5 or 6 cities quickly & get them running otherwise the AI starts taking all the good city sites around you (not to mention building wonders). It’s like you need to use them or loose them. So, how does one minimize these maintenance costs & still be able to build a fair amount of cities? Staying within a short distance of the capital isn’t an option, because there’s usually not that many special resources within a short distance of the capital to support 4 or 5 cities .. not to mention that you’re cutting your arm off in the long run in doing that.
Another question I have is about the cottage-spam thing. The problem with it, as I see it, is that it only tends to work in certain city sites ( sites along flood plains or with a few clams, fish, wheat, etc in its radius). Good flood sites along the cost, generally, don’t have good production (they lack hills, maybe just have a couple of woods) resulting in too low production (11 or 12 shields simply doesn’t cut it in the long run). And the inland sites that are good for production (plenty of mines/forests etc) usually need a lot of farms to support all the guys working in the mines (otherwise your city size never gets past 4 or 5). So, I don’t see how one can completely specialize in tile/city development (flood plains usually lack production, and high production sites usually lack enough farms). When one is talking about cottage-spam, how may cottages are we talking about in a good cottage-spam site? (I’m assuming like 50% to 70% cottages in [of] the “fat cross” tiles). And also, how do you boost production in these good cottage-spam sites without chopping half your trees within a 20 tile radius? (it’s a problem not having enough production to take advantage of the high commerce generated in these good spam type sites).
Lastly, the games that I’ve won have generally been by rifleman (one game I actually got infantry, marines and destroyers), cultural victories. Two of the games I won (one by 2032 the other by 1988), I had not gone past rifling & railroad (ramming the culture slider up to 100%). At some point in these games, I was able to be on 100% culture and still have a good positive cash flow. The only problem is, I don’t know exactly how I did it (it was purely by luck). I think it might have been that I had a lot of markets, banks, grocers, etc.. but I don’t really know for sure. So, what are the top income-generating buildings/civics (or anything else) that one needs to insure a positive cash flow with the slider set to 100% science or culture? I figure if I can get to this point earlier in my games it’ll be a great boon (I don’t think I’ve fully exploited the merchant thing, I’ve usually been on close-borders to prevent the AI from moving behind me & settling cities where I don’t want them to). I’m assuming that I need all these buildings (or whatever) in my top commerce-generating cities; the smaller later-built cities don’t seem to matter as much.
There’s still a few thing I need to learn about this game .. like I’m not exactly sure which civics I should be striving for at which times in the game (though I have a much better idea which sciences I need to be researching first now).