Tips for workers

kernco

Chieftain
Joined
Jul 18, 2006
Messages
1
I'm finding myself overwhelmed by the options for workers in Civ IV. In all the previous Civs, it was pretty easy: irrigate or mine. With Civ IV, I always just automate my workers because I don't know what to do with them. How good does the AI use the automated workers? I've always suspected that I could do a better job myself. Can anyone provide me with some tips?
 
Sure.

The primary thing to keep in mind is WHAT do you want that city to be? City specialization is important. A civ with one great person factory, one production city, and one commerce city will beat one that has three cities that try and do all of it.

The problem is the AI does not know what you want to do with your cities.

Look at the city and determine WHAT you want it to be. For example, one of my cities was smack in the middle of a bunch of flood plain, with a couple hills on the outer edges. It is my great person factory. I put farms along the flood plains, and mines on the hills (for building buildings and wonders).

One of my cities is smack in the middle of a bunch of hills, plus some grassland. It's my production center. I put cottages on the grassland, since there was nothing else and I needed the grassland for food. Later on, when I get Civil Service, I will replace the cottages with farms.

One of my cities has a lot of open space nearby. So I figured I'd make it a commerce city. It's basically cottage spam, with maybe a mine or two if there are some hills nearby for production.



Keep in mind three things.

1) What you need. I chose the flood plain city for my Great Person factory because it had the most food. Since I don't really need two of them, any subsequent flood plain cities would probably be cottage spam cities.

2) Don't be afraid to replace improvements later on if your technology allows it.

For example, if you're lacking in the way of production because you have few hills nearby, consider turning a grassland city into a production factory with a good bit of workshop spam (especially with State Property!)

Civil Service helps a lot because it lets you put farms where you need them, instead of just near rivers/lakes.

3) Get some food resources. A lot of resources (especially those considered less valuable) give you +1 food. Getting a few of these would be very helpful.



Most of all, just practice.
 
City Specialzation is the key.

Many cities can be used for multiple things, for example a large grassland area. Most people instantly think COMMERCE CITY. But in fact, I find that production cities are great for grassland. Workshops w/ State Property Adds +3 to any square you put it on. With grassland tiles, they support themselves.

The same thing occurs with flood plains, early game, many people just cottage spam them and forget about them for the rest of the game. Although a Town out researchs a scientist w/ Representation, many times it is much, much faster to make farms and pop a bunch of scientists down.

Basicly most specialization strategies infer the use of the Caste System civic, which is personally my favorite civic. A Caste System and Represention combo is the best for heavy specialization During the Medevil times, this civic can help you achive 300+ beaker towns. Unfortunetly, towards the end of the game, Emancapation unhappiness forces you to switch to Emancipation. But this isn't that big of a hit, considering a city with lots of towns easily out-reseaches a specialist city.
 
Wow, do you really get 300+ beakers in medieval era? I'm doing something wrong. I only get that in modern era, and that's just my science city. I'm still learning the specialization obviously.

How many specialists do you use when you use caste system? I've never used it, I usually go from slavery to emancipation. I'm also not very good yet, so that could be part of my problem.

Can I ask how many beakers total you produce in, say, the year 1000 or 1500 AD when you are going for space race? I'm trying to break the 1900 year in space race. Closest I've come is 1926 on Noble.

thanks.
 
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