Say, your capital is near or on the coast. There's a small island nearby. It's useless, isn't it? Not quite.
Based on what I've seen in SMAC, with all the boring pollution issues(much worse than on CIV, dependind on how you deal with it), I'd crossed on this little jewel.
While playing Rhye's scenario(which is great, btw), I had a city on a peninsula with tons of water. I just thought, "Oh crap."
It turned out that that city has the highest commerce I could get from any city, at any time. The only way to get more is from a super cluster of silks. But then, you'd need a horde of workers to clear the trees.
I could only get Newton on that city, lost Copernicus, and not in modern yet.
It's great to have a potential of around 550(!) science coming from ONE city. It could take Newt, Copern, SETI, all science buildings and commercial dock, but it's possible. Specially because among so much water, there's fish and maybe whales.
(20x 4, plus bonus, plus center tile=about 100, 150% from library, university and ResLab, 100% from each of the science wonders).
So let's see what's good and what blows in that kind of city:
-If on 1 tile island, no need for workers, ever.
-No need for defense, except against Vikings or after amphibious war.
-No pollution ever.
-Fast city growth after mapmaking.
-$$$$$$$$$$$$$$$$$$$$
-No need for factories, power plants, and production and pollution stuff of any kind.
-Good to get commerce for monarchy and communism entusiasts.
-Moonsinger can't get you
.
-Needs to buy everything, from universities to wonders, which require GLs. Pre-build them to lower the costs. When you're, say, waiting for police stations, just let it pre-build something.
-It can't produce squat. Don't try to get tanks out of this city.
Believe me, it pays to have that 1 tile island close to your capital
.
If you choose communism, it's good everywhere, wherever you can protect your investment, that is.
I don't know when it starts to be profitable, I'm gonna let fanatics like cracker to calculate that.
Based on what I've seen in SMAC, with all the boring pollution issues(much worse than on CIV, dependind on how you deal with it), I'd crossed on this little jewel.
While playing Rhye's scenario(which is great, btw), I had a city on a peninsula with tons of water. I just thought, "Oh crap."
It turned out that that city has the highest commerce I could get from any city, at any time. The only way to get more is from a super cluster of silks. But then, you'd need a horde of workers to clear the trees.
I could only get Newton on that city, lost Copernicus, and not in modern yet.
It's great to have a potential of around 550(!) science coming from ONE city. It could take Newt, Copern, SETI, all science buildings and commercial dock, but it's possible. Specially because among so much water, there's fish and maybe whales.
(20x 4, plus bonus, plus center tile=about 100, 150% from library, university and ResLab, 100% from each of the science wonders).
So let's see what's good and what blows in that kind of city:
-If on 1 tile island, no need for workers, ever.
-No need for defense, except against Vikings or after amphibious war.
-No pollution ever.
-Fast city growth after mapmaking.
-$$$$$$$$$$$$$$$$$$$$
-No need for factories, power plants, and production and pollution stuff of any kind.
-Good to get commerce for monarchy and communism entusiasts.
-Moonsinger can't get you

-Needs to buy everything, from universities to wonders, which require GLs. Pre-build them to lower the costs. When you're, say, waiting for police stations, just let it pre-build something.
-It can't produce squat. Don't try to get tanks out of this city.
Believe me, it pays to have that 1 tile island close to your capital

If you choose communism, it's good everywhere, wherever you can protect your investment, that is.
I don't know when it starts to be profitable, I'm gonna let fanatics like cracker to calculate that.