Disclaimer: I'm still going through my first passes with each leader and don't play at Deity. I'm having lots of fun, but I'm sure that I'm missing some nuances.
In my cities, I've been de-emphasizing warehouse buildings because they can't be overbuilt. If I have a tile with decent adjacency for an Antiquity Library, then I want to be able to put a University there in Exploration and probably a Laboratory in Modern. Since the Palace/City Hall is also ageless, I'm never sure if I want to put a warehouse building in the city center or something else, like an Altar that will be overbuilt with a Temple.
I've built a few quarters on rivers with both the Sawmill and Gristmill; they seem to go well together in Exploration. Should each town also get a Granary? Island towns in Distant Lands need a Fishing Quay, but what else?
Over in the "Fast Science Victory" thread, they mention spamming warehouse buildings in settlements that will remain towns. Why? What am I missing?
Does this tactic depend on certain leader attributes to amplify yields / succeed?
Perhaps my perception needs changing -- I look at every town as potentially being promoted to a city. Should I instead view some settlements as perma-towns?
What about medium-sized settlements that I capture from the AI? Might they not make sense as cities, if not in the present age, in a future age?
In my cities, I've been de-emphasizing warehouse buildings because they can't be overbuilt. If I have a tile with decent adjacency for an Antiquity Library, then I want to be able to put a University there in Exploration and probably a Laboratory in Modern. Since the Palace/City Hall is also ageless, I'm never sure if I want to put a warehouse building in the city center or something else, like an Altar that will be overbuilt with a Temple.
I've built a few quarters on rivers with both the Sawmill and Gristmill; they seem to go well together in Exploration. Should each town also get a Granary? Island towns in Distant Lands need a Fishing Quay, but what else?
Over in the "Fast Science Victory" thread, they mention spamming warehouse buildings in settlements that will remain towns. Why? What am I missing?
Does this tactic depend on certain leader attributes to amplify yields / succeed?
Perhaps my perception needs changing -- I look at every town as potentially being promoted to a city. Should I instead view some settlements as perma-towns?
What about medium-sized settlements that I capture from the AI? Might they not make sense as cities, if not in the present age, in a future age?