Bibor
Doomsday Machine
I do think that people misunderstand the new city buildings, most notably:
Granary +2 food for 1 gold
Watermill +2 food for 2 gold
Hospital 50% food kept after growth (basically Granary from CiV4) for 3 gold.
2 or 4 food from granaries/watermills means faster growth and two more population.
Hospital means well needed faster population growth as well.
These, with added production boosting buildings (Stables, forge, workshop) that all replace the CIV4 Forge and should be split evenly in a "only one of these per city" fashion are mandatory as long as every city produces 10 or more raw hammers.
Money, that is, the question of upkeep can be solved in a myriad ways. The worst one of them being "I won't build anything because it costs upkeep money". This game is - after all - a simulation where investments started at turn X, made on turn Y start paying off at turn Z.
The only real difference between CIV4 and CIV5 is in city growth, that is, no buldings-equal-to-hospitals available from "turn one" AND lower food yields. Thus, in medieval ages cities are pop 10, in renaissance grow faster to 15 and then become 20 pop cities (or stagnate at around 15 due to otherwise food-poor land in modern ages).
A single maritime city state provides you enough food for an extra population number or two. Befrined three, and you virtually don't even have to work farms at all.
As someone said, the real limiter on growth is not availability of food (otherwise you could farm everything first and then trade post it; old trick from CIV4) but happiness. The same is true for building times. The real limiter on production times is the need for colloseums and circuses which steal 30-50 turns of your (early) game in every city.
The power of multiple happy resources (and Arab bazaar) is that it provides you with either income (9, 8 or 7 GPT per happy resource, depending on era) or more happy resources, thus eliminating the need for those production-crippling happiness buildings.
Once you set up the basics in every city (Granary, Library, Marketplace, Colloseum, Forge-replacement and possibly Circus), building times suddenly seem surprisingly much better.
EDIT/PS: I understand some people say game speed is important. Well, I don't know. Games on normal speed seem to last forever, so I'll probably never play CIV5 on epic or marathon. But I do understand that it can be very well the case that building speeds on slower speeds are so low that you outtech them. In that case it's a question of tuning down research speeds, rather than changing tile yields.
Granary +2 food for 1 gold
Watermill +2 food for 2 gold
Hospital 50% food kept after growth (basically Granary from CiV4) for 3 gold.
2 or 4 food from granaries/watermills means faster growth and two more population.
Hospital means well needed faster population growth as well.
These, with added production boosting buildings (Stables, forge, workshop) that all replace the CIV4 Forge and should be split evenly in a "only one of these per city" fashion are mandatory as long as every city produces 10 or more raw hammers.
Money, that is, the question of upkeep can be solved in a myriad ways. The worst one of them being "I won't build anything because it costs upkeep money". This game is - after all - a simulation where investments started at turn X, made on turn Y start paying off at turn Z.
The only real difference between CIV4 and CIV5 is in city growth, that is, no buldings-equal-to-hospitals available from "turn one" AND lower food yields. Thus, in medieval ages cities are pop 10, in renaissance grow faster to 15 and then become 20 pop cities (or stagnate at around 15 due to otherwise food-poor land in modern ages).
A single maritime city state provides you enough food for an extra population number or two. Befrined three, and you virtually don't even have to work farms at all.
As someone said, the real limiter on growth is not availability of food (otherwise you could farm everything first and then trade post it; old trick from CIV4) but happiness. The same is true for building times. The real limiter on production times is the need for colloseums and circuses which steal 30-50 turns of your (early) game in every city.
The power of multiple happy resources (and Arab bazaar) is that it provides you with either income (9, 8 or 7 GPT per happy resource, depending on era) or more happy resources, thus eliminating the need for those production-crippling happiness buildings.
Once you set up the basics in every city (Granary, Library, Marketplace, Colloseum, Forge-replacement and possibly Circus), building times suddenly seem surprisingly much better.
EDIT/PS: I understand some people say game speed is important. Well, I don't know. Games on normal speed seem to last forever, so I'll probably never play CIV5 on epic or marathon. But I do understand that it can be very well the case that building speeds on slower speeds are so low that you outtech them. In that case it's a question of tuning down research speeds, rather than changing tile yields.