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Which buildings do you construct?

Discussion in 'Civ4 - Strategy & Tips' started by sourboy, Mar 19, 2009.

  1. sourboy

    sourboy Awakening...

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    Early on it's easy to want to build anything that will help over time: libraries for research, markets for commerce, etc.

    What do you build mid-game and on? It takes too long to build all the essentials... for example, in commerce I'm thinking it's best to make the market and bank, but maybe skip the grocer?

    Which buildings have the most return, per se?
     
  2. itsnotme

    itsnotme Chieftain

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    Libraries, Universities and Observatories are the 3 types of buildings I always focus on building once I have them available. I only build Markets when I need the extra happiness it provides from the resources. Same with Grocers. Only built when health becomes an issue. If I have a shrine city, I will try to build market and bank in it as soon as they become available.
     
  3. sourboy

    sourboy Awakening...

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    Lemme rephrase by example.

    Say you have a new city to replace a razed one. You have access to market, bank, grocer, harbor, and wealth. Which one's are essential to build prior to activating wealth?

    Just build the 50% gain bank, then hit wealth? or is it worth the time to build the 25% gain market & grocer too, then hitting wealth? (assume happiness and health isn't a factor)
     
  4. Insanity_X

    Insanity_X Warlord

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    I thought that building wealth only went through the hammer multipliers (e.g. forges) not money multipliers (e.g. banks)
     
  5. DaveMcW

    DaveMcW Deity

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    All of them. Wealth is one of the worst long-term investments, it only pays off if you have a specific short-term goal.
     
  6. itsnotme

    itsnotme Chieftain

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    Before you can build those buildings, such as grocer, market, etc..., you need to have enough cottages for the city to work, or else those commerce multipliers won't do you any good. You can always build a courthouse in that city to help reduce maintenance from palace; granary for growth; or library should the city be a science city.
     
  7. helemaalnicks

    helemaalnicks Warlord

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    if you build wealth it doesn't get multiplied by the bank/market/etc. So basically, if you want to build wealth, you need to build a forge, factory, coal plant for maximum output.

    IMO, the buildings that go in EVERY city on the map:

    forge, factory, coal plant.

    Buildings that go in any city with a decent science output (how much decent is depends on how far you are in the game). But cottages/gold etc. cities, they need:

    library, UNI, obervatory.

    Buildings that go in every city with decent goldoutput (this can be a low amount, if the science slider is quite high all game):

    bank.

    Buildings that imo fall under the category "health&happy":

    grocer, market.

    The thing with the markets and grocers is, they don't unlock a national wonder. You need banks, because you really want to unlock wall street. For the rest, banks don't really do much in most games, because midgame the science slider is often @ 80+%.
     
  8. pi-r8

    pi-r8 Luddite

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    I'd say it depends really on your research rate. If you have a high research rate, then markets, grocers, and banks aren't really doing anything. On the other hand, with a low research rate, libraries etc don't do anything (except let you run specialists). One thing I've been messing around with is building wealth in some cities, In order to run the research rate higher and skip building markets.
     
  9. sourboy

    sourboy Awakening...

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    Okay, that makes sense -- needing cottages and such to make the market valuable.

    What about harbor? It seems worthless from a monetary sense. Couldn't I just focus on market, grocer, bank, and skip the harbor? I don't like depending on foreign trade, when I may be at war...
     
  10. Loki Strikes

    Loki Strikes Prince

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    I like harbors in my coastal cities, but don't get carried away with building em (or anything but production buildings) :p it usually gives the equivalent of a mature town or two in commerce boost.
     
  11. Krill

    Krill Deity

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    Granary? Or is that a given?
     
  12. NonPrayinMantis

    NonPrayinMantis Warlord

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    Usually the buildings I build are these and (usually) in this order:

    theatre (if you are anywhere near enemy culture, otherwise skip)
    granary
    lighthouse (if coastal)
    forge
    courthouse
    factory (if available)
    coal plant (if needed)

    Then if you put many hammer improvements nearby, such as workshops and mines, you can build wealth or science pretty much permanently.

    NPM
     
  13. MkLh

    MkLh King

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    On the long run, that's a weak way to produce wealth or research compared to cottages and the wealth/science multipliers. A workshop with all bonuses can only match non financial village, town can be twice as productive.
     
  14. pfo

    pfo Warlord

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    So, starting with a fresh city, you have to ask yourself, what does that city need?

    If it doesn't have much food, maybe lots of coast or grassland, consider building a granary to increase speed of growth. If it has lots of food and you aren't doing slavery, you can skip the granary, by the time it's built the city would be max size.

    If it has lots of health, consider building a forge early so later buildings get built quicker.

    Courthouse is good if you anticipate the city will reach a large size, or if maintenance is dragging you down, or if you want to generate more EP w/o the slider.

    The wealth buildings, bank, market and grocer, really only belong in cities that produce lots of wealth. Religion shrine cities come to mind. Or a cottage city where more than half of the workable tiles are cottages. Market and grocer are also useful to add a happy or health point to a city if need be. Grocer is especially useful late game for supermarkets. Typically, in a 5-7 city empire of mine, only 1 city is going to have those buildings, my primary commerce center.
     
  15. sourboy

    sourboy Awakening...

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    In the average city I usually do this:

    Monument -- early cultural borders until I get library.
    Library -- cultural borders + science
    Forge and other production improvements, should I have the tech available.
    Marketplace -- commerce and happiness (happiness so I can skip a colleseum later)
    Barracks -- created early if wartime.

    By mid game I add to the list any science buildings, possibly a grocer or lighthouse as needed.

    I always skip the granary, as my cities grow faster than I can build improvements within and I tend to not need the health bonus.
    I also skip the collesseum as I tend to have military presence make up for happiness while they also acting as a deterrent against the AI.
    Courthouse I never use, though late game it doesn't hurt in the large cities, as I don't tend to spy.
    Harbor seems like a waste, but I will build it on occasion if I seem to be producing 'wealth' and still low on overall cash return.
    Lighthouse is late game only, for those cities who can't make double-digit population.
    Grocer is hit or miss in my games, depending on cash flow and health.
    Bank is usually a must, but after this thread I think I'll try without it.
     
  16. nikosison

    nikosison Chieftain

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    Granaries: I always try to remember and build in these in all cities ASAP. They really speed up growth and make whipping much more efficient. One of the main reasons to play an expansive leader

    Forge, Market, Grocer: Forges go up immediately in any production city. Markets and Grocers go up immediately in any commerce city. However all three are eventual built in all cities for the Happiness/Health Bonuses.

    Lighthouse, Harbor, Customs: Lighthouses go in in all coastal cities ASAP. Food is power and the quicker I can utilize those coastal tiles (and their commerce) the better. Harbors and Customs only get built when there's nothing else better to build or I need the Health (for the Harbor).

    Monument, Theater: Build when the city has no other way of getting culture. Other times (e.g. Caste
    System, Sistine Chapel, Creative Leader, Stonehenge Built, Terraces, etc.) skip, unless Charismatic for monuments.

    Barracks: All production cities, and everywhere if I plan to stay in nationalism for a long time.

    Libraries, Universities, Observatories, Labs: Unis, Observatories, and Labs go in all science cities, the unis can be built in other cities as well to unlock Oxford. Libraries also go in all science cities, unless I'm recovering from an early rush and really need to tech CoL or Currency which means they go in ALL cities (for the Specialists). Labs also go to production cities for spaceship.

    Courthouse: All non-capital cities ASAP until State Property. They really help your economy after Rexxing. Main reason to play an Organized Leader.

    Banks: Commerce cities +enough to unlock wall street.

    Levees: all cities where they can be built.

    Factories and Power Plants: Production cities ASAP

    Industrial Park: If a city in the Industrial Era+ can take the unhealth (very rarely) they get built.

    Health Buildings: They get built as soon as they're needed.

    Temples, Monasteries, Cathedrals: Temples built for happiness, Monastery if I want missionaries and i'm not in
    Organized Religion, Cathedrals for cultural victory. Moves up in priority if have the right wonders (Sistine, Angkor Wat, Apostolic, Minaret, Sankore)
     
  17. ShannonCT

    ShannonCT Deity

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    Depends on how much longer the game is going to last. Cottages take time to grow into towns. Workshops and watermills are immediate. Forge/factory/coal plant is cheaper than library/university/observatory/lab and the hammers from workshops and watermills let you build things a lot faster.
     
  18. §L¥ Gµ¥

    §L¥ Gµ¥ Prince

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    Well said.
    It's better to put in the initial investment of building the proper infrastructure for a city before letting it 'do it's thing' by paying it's dividends for you.

    And don't forget the granaries. Having a city grow it's pop that much faster means more worked mines to build the infrastructure faster, as well as becoming more useful, more quickly.
     
  19. z0wb13

    z0wb13 undead

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    i saw this mentioned by nikosison and Krill, but i thought i should reiterate:

    a granary should be built in every city, regardless of what kind of city it is going to specialize as. i do this first and whip or chop it asap.

    the next thought is to your borders, so some sort of cultural building, though theaters and libraries are probably your two best choices.

    then it starts to get confusing. if the city is nearby a border and might need more culture, that should be the next build. if not, you could always go with a courthouse.

    then it gets really confusing. from here out, you need to specialize, and there are many guides that attest to what this would look like. but: anything with a lot of hills, read :hammers: and enough :food: should do units or wonders with forges and factories; anything with a lot of :food: and :health: should build :) and run specialists for :gp:; lots of grasslands means lots of cottages for :commerce: and a focus on banks and markets for :gold: or universities and observatories for :science:

    later in the game, jails could probably afford to go into every city for spy points and to prevent [pissed] if warmongering.
     
  20. NonPrayinMantis

    NonPrayinMantis Warlord

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    That's true, but some cities do not lend themselves to cottages. Also, sometimes you just want to have a production city and you can build science or wealth when not building units. Production cities are very flexible in their ability to produce everything.

    NPM
     

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