Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
So my stab:
Commerce: These cities are trying to maximize commerce through trade routes, cottages and calender resources. Production is often low. Growth can also be low since no farms.
One city should be the target Science City. This city will get library, University, etc with its hammers. It will prolly also get an Academy and maybe settled great Scientist. It will get Oxford as a national wonder. DONT waste hammers here building a barracks, drydock etc.
The next kind of Commerce city will be a Gold City. This city will plan on getting Wall Steet, market, Grocer, and Bank. Holy Shrined Cities and Corporate HQ's are good gold cities.
Non-specialized Commerce Cities. These cities priorities depend on where your science slider is going to be for most of the game. A small compact empire with low city maintence will have a high science slider and should emphasize beaker mulitipliers (library, univer, observatory) will a huge sprawling empire where the slider is at 10-20% would likely recieve a larger benefit from markets and grocers.
Commerce cities are often developed with one or two farms for early food surplus and then the rest is typically cottaged. Windmills are ok in hills here as you usually cant afford too many food deficit tiles.
World wonders are not usually done in high commerce cities due to low hammers.
Anyone wanna take a stab at different kind of Production Cities (Military, Navy, Spaceship, Workshop etc) and Specialist cities?
I take a more hybridized approach to buildings due to the 8 copies of many different ones required to build basic national wonders.
Building by building:
Library: gets your border-pop without having to build a monument; required for university; 8 universities required for Oxford; can flip scientists with excess food. BUILD EVERYWHERE.
Granary: health, growth. Any questions? Build everywhere.
Barracks: in the event of a national emergency all cities much pull their military weight. We prefer commerce cities not to have to do so, but sometimes Monty won't give us a choice in the matter. Build everywhere.
Aquaduct: health, growth. Build everywhere.
Forge: 8 needed for Iron Works. Build everywhere EXCEPT particularly low-hammers commerce cities on floodplains. But if you're at 8 cites build there too and just gag on the pollution.
Colosseum: happy cap. Build where needed if not in HR.
Monasteries: culture, science. Build in commerce cities only.
Temples: happy cap. Build where needed if not in HR.
Cathedral-types (stupa, academy, etc.): culture at high hammer cost. Build only at very strategic points in a cultural war zones.
Marketplace: Required for banks. 8 banks required for Wall Street. Build in the top 8 gold earners.
Grocer: gold, health from some resources. Build where the health is needed, and in gold farms.
Bank: 8 needed for WS. Build in top 8 gold earners.
University: 8 needed for OU. Build in top 8 beaker earners.
Observatory: needed for laboratory. Science boost. If going for space race, build everywhere. Otherwise, limit to science cities.
Airport: +3XP for air units. Build in air unit pumps (the less productive of production cities).
Broadcast tower: +50% culture, happies from hits, cha trait. Build along borders if you miss Eiffel; or where happies needed (if you have the hits or are charismatic).
Bunker: -50% damage from air units. TBH, I never build this anywhere.
Castle: +1 culture, +25% EP, +1 TR, -25% pre-cannon bombard damage. Build along borders and in Scotland Yard city.
Coal plant: power. Build wherever you build a factory.
Courthouse: +2 EP, -50% city maintenance, can flip spy. Build everywhere except cap-type cities (cap, forbidden p, versailles)
Customs house: +100% commerce from overseas foreign t/r. Build in all coastal cities if you have those t/r to maximize.
Drydock: Ships +4 XP, ships build 50% faster. Build in all high-prod coastal cities (especially Moai and I usually pick a high-prod coastal city for HE and WP so that my navy can be 1337).
Factory: +25% hammers (+50% w/power). Build in prod cities.
Harbor: +50% t/r yield, health from seafood. All coastals, obviously.
Hospital: health. Build where needed (which is usually about 2/3 of the cities in the late game).
Hydro plant: power. Replace coal plants with these where and when you can.
Industrial Park: flip engineers. I usually only build this in my National Forest due to the +2 base unhealth and +1 unhealth each from coal and oil.
Intelligence Agency: +8 EP, +50% EP, flip 2 spies. Build everywhere. Yesterday.
Jail: -25% WW. Build everywhere for warmongering games.
Laboratory: +25% beakers, +50% SS production. For space strategies, build everywhere. Otherwise, science cities only.
Levee: +1 hammer on all river tiles. Build where you can.
Lighthouse: build in all coastal cities.
Monument: build only if you haven't researched writing yet.
Public Transportation: health. Build where needed.
Recycling center: health. Build where needed.
Scotland yard: build where you settled your first spy.
Security bureau: +50% espionage protection, +8 EP. Build everywhere.
Stable: +2XP for horses. Pick one unit pump to be a cav pump and build it there.
Supermarket: +1 food, health from meats. Build where needed.
Theatre: culture. Happies from cha, dye. Build on borders and where needed.
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If you're like me, you might prefer to just make hot key queues of the basic builds (one for prod, one for commerce, including coastal buildings which will just not be included when called up inland). Add the others manually where needed (e.g., border culture buildings, etc.)