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Where do you build your guilds?

Vitruvius

King
Joined
Oct 27, 2013
Messages
862
Based on my understanding, fresh water is a must. There must be enough food to support the specialists. What are the other considerations? Would you just build them all in the capital? Where else would you build it.

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I build writers and artists in my cap for two reasons. First the national epic is there, second is for the extra science two more specialists provide. I build musicians in my second best science city.
 
If I'm going tall, I build all three in the same city (preferably said city is the one with the National Epic and also river-side so I can get a Garden for that extra +25% GP bonus). There's no requirement for the city to be the capital, but I usually do use it.
If I'm going wide, I'll spread the guilds out over multiple cities, usually whichever ones have the best food.
 
If I'm going tall, I build all three in the same city (preferably said city is the one with the National Epic and also river-side so I can get a Garden for that extra +25% GP bonus). There's no requirement for the city to be the capital, but I usually do use it.
If I'm going wide, I'll spread the guilds out over multiple cities, usually whichever ones have the best food.

Here's my problem with doing it when going tall -- unless your capitol is a food-generating beast, it's going to hurt putting 4 population and then 6 population (University, WG, then AG) to work, no? Especially if your city when it hits University/WG only had 12 or 14 people in it.
 
Here's my problem with doing it when going tall -- unless your capitol is a food-generating beast, it's going to hurt putting 4 population and then 6 population (University, WG, then AG) to work, no? Especially if your city when it hits University/WG only had 12 or 14 people in it.

Generally if the capital's in a weak food location your best bet is to get a Granary in your second or third city (which you probably will be doing if you're going tall) and then run a food caravan/cargo ship to the capital. That'll help resolve the food issue for a bit, anyway.
 
I find that having to build everything in the capital delays the development of other infrastructure. I prefer to use capital for wonders and another city for guilds.

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Based on my understanding, fresh water is a must.

Not quite, actually. A non-fresh water city can still get a garden if it builds the Hanging Gardens wonder.

And if you're playing Indonesia, they can build their garden UB anywhere, so any city can be Guild Central.
 
I usually do all three in my capital because it's the easiest place to build wonders, and I want to stack all my culture in one city so I can benefit the most from culture-boosting buildings and wonders (eg broadcast towers, Sydney opera house, hotels and visitor center). In some games, however, I end up building them all in another city that's optimized for great person bonuses.
 
I usually play wide. So I do NOT build them in my cap, which is usually my main science or production city. I usually build all three in a secondary city that will have lots of growth, but little production and is next to a fresh water source for the gardens. Using up those citizens just for guild specialists really keeps a city from growing or constructing key buildings. So I dedicate one city just to handle the guilds, so that my other cities can be better. You can still build the national epic in that city if you want, or place it in my science city for more Great Scientists. Depends on the victory I'm going for.

I play larger map sizes.
 
Getting food in the capital playing tall is no problem whatsoever, it just requires your capital (and the other three cities) to be coastal. Have all three of those cities run a food cargo ship to your capital and complete Tradition and all food problems are solved there even with the capital having all guilds & running all scientists.
 
I find that having to build everything in the capital delays the development of other infrastructure. I prefer to use capital for wonders and another city for guilds.

I have that problem Too. I usually build all guilds in capital and add trade routes to support them, but there's so much to build on the capital is hard to prioritize on guilds. I usually have to make some national wonders (speciallly india company if you go commerce, or grand temple if you got a religion), the guilds plus basic infrastructure in the capital.

I have ot find another strategy, cap is usually best because of NC boost working with the extra bakers from Secularism, but I find myself delaying guilds too much.
 
The trick is knowing what to build and what to buy for the capital. Build the nationals and wonders. Dont build troops there. Dont build caravans there, build them elsewhere and spend a turn moving them. Buy buildings if possible. Try not to waste too many turns building settlers.

In short do everything possible so you cap is using all turns on wonders or nationals until you get caught up. Send in multiple food caravans and run all specialists when pop reaches high enough, which is mid 30s.
 
I always build the writer's guild and almost always the artist's guild in my capital where the national epic is. If food is not an issue (becasue I got the Hanging Gardens and/or a couple of maritime CS) I build all three in my capital, otherwise the secon largest city gets the musician's guild. The capital has the advantage that that's where the National Epic usually is (and the Hanging Gardens), it gets the most food from maritime CS, it has a growth head start over most other cities, has increased growth from Landed Elite and Monarchy makes unhappines from population a non-issue.
 
I find that having to build everything in the capital delays the development of other infrastructure. I prefer to use capital for wonders and another city for guilds.

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This. First, you don't have to put the National Epic in your capital. If you assign a food trade route to the city you put your guild in, that will ensure it continues growing quickly despite the guilds. Specialized cities are the bomb.

In an ideal world, I specialize one city for production of promoted units, another for production of Wonders, and another for Guilds. My capital gets National College and all the academies. It's a 4 city plan.

Point is.. you don't need your NC in the same city as your national epic because the NC doesn't have specialist slots. So, capital gets NC, and my expo with the most growth potential gets NE and Pisa if by some miracle it's still available...
 
At least Writers and Artists into city with a Garden and National Epic and lots of food if I'm serious about culture. All three guilds in the same city would of course be the optimaxed solution. But often this would mean the capital and most of the time NC goes to capital and then you want to run science specialists and so on.

Artists are a gigantic hassle with timing and being tactical with theming bonuses because they are useless for ages if you miss Sistine Chapel and/or Uffizi and didn't pick Cathedrals.
 
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