First, quick noob question. When you complete a district, do existing trade routes instantly increase their yields, or does that not occur until you re-start the route? makes a big difference if you're about to complete a district, whether or not to wait with TR's for a few turns until it finishes.
So I've played the game through up to turn 100 and keep running into the same problem (OK, so it's more like turn 70-85, but I digress.) Seems I always hit a point where there is too much to build, all of which needs to happen immediately. Commercial hubs and Industrial zones often come on subsequent techs, and both need to be up in every city right away - they should be the next two builds in all your cities. But, there's also some expansion left, and you need those settlers out before you lose the spots, plus there's the workers that you'll need both for the new cities and the core that is working unimproved tiles. Then there's all the traders for the routes you're now getting. Then there's the military that you need to reinforce the war that you have on one flank of your empire as well as the military that you need because civ on the other flank of your empire notices that all your troops are far away. It just seems that I always hit a point where a production finishes and I look at the build que and see five or seven things that must go up immediately and I'll be losing if I don't get them. Advice?
There are a few things that I'm assuming I should do differently:
1.) It seems imperative to have at least 6 cities (unless you have some tall-based strategy), before hitting this point. That way you can cycle - these three cities work on their districts while the other three make whatever the policy discount is (settler/worker/military)
2.) For non-religious civs, don't found a religion. I try to get a religion every game even though I don't think it's worth the investment simply becausei it seems that if you don't found one, you cannot defend against a religious victory. I imagine I'm overestimating their chances, but it seems quite plausible in a game where you're just aiming to bulldoze the map with military and ignore religion entirely, you get a few turns away from finishing and suddenly find that you lost to religion. How real of a threat is this?
Any other tips to deal with the turn-100 blues?
So I've played the game through up to turn 100 and keep running into the same problem (OK, so it's more like turn 70-85, but I digress.) Seems I always hit a point where there is too much to build, all of which needs to happen immediately. Commercial hubs and Industrial zones often come on subsequent techs, and both need to be up in every city right away - they should be the next two builds in all your cities. But, there's also some expansion left, and you need those settlers out before you lose the spots, plus there's the workers that you'll need both for the new cities and the core that is working unimproved tiles. Then there's all the traders for the routes you're now getting. Then there's the military that you need to reinforce the war that you have on one flank of your empire as well as the military that you need because civ on the other flank of your empire notices that all your troops are far away. It just seems that I always hit a point where a production finishes and I look at the build que and see five or seven things that must go up immediately and I'll be losing if I don't get them. Advice?
There are a few things that I'm assuming I should do differently:
1.) It seems imperative to have at least 6 cities (unless you have some tall-based strategy), before hitting this point. That way you can cycle - these three cities work on their districts while the other three make whatever the policy discount is (settler/worker/military)
2.) For non-religious civs, don't found a religion. I try to get a religion every game even though I don't think it's worth the investment simply becausei it seems that if you don't found one, you cannot defend against a religious victory. I imagine I'm overestimating their chances, but it seems quite plausible in a game where you're just aiming to bulldoze the map with military and ignore religion entirely, you get a few turns away from finishing and suddenly find that you lost to religion. How real of a threat is this?
Any other tips to deal with the turn-100 blues?