Martin Alvito
Real men play SMAC
- Joined
- Sep 23, 2010
- Messages
- 2,332
There seems to be some sentiment that Trading Posts are the dominant improvement. There are problems with that idea in the early stages. Lots of people have noted the inability to buy Wonders, but there's another problem you should be aware of. The exchange rate between hammers and gold is pretty terrible, except when upgrading units.
You pay roughly 4 to 5 gold per hammer on a rush buy. What that means is that +1 HPT is strictly better than +2 GPT in the early game. No early city improvements can make rush buys competitive. It takes a mid-game Social Policy, a Wonder, and city improvements to make rush buys strictly superior. If you run up the Rationalism tree, you'll get +1 Science per TP, but that still means that you will take much longer to acquire your buildings early on. That's a problem. Monuments and Libraries are extremely strong buildings that you will want everywhere ASAP, and you will want Markets to feed a gold-focused strategy.
What this means is that you want to emphasize hammers early on. The Trading Post pays dividends immediately, providing +2 GPT now. The Farm is an investment which causes you to earn +1-3 HPT a few turns later, assuming a quality city location with some potential for Hammers. Cutting turns off the time needed to grow has a persistent effect; the extra food makes you grow faster now and later. (You still have to cycle through larger food boxes with the lower-output TPs, so don't treat that as a growth penalty when comparing Farms and TPs.) The effect is cumulative in a city with many quality food tiles; working a 3F tile that permits you to work another 3F tile improves the city's growth rate.
Focusing on Food initially yields you the oh-so-critical early Hammers you need to improve your tiles while still building up enough of a military to cope with an early attack. At the start, you generally want to prioritize improvements as follows:
- Luxury tiles for resale (get the first Maritime ally rolling, possibly rush a Worker if your capital is Hammer poor)
- Add +1 Hammer/Food with Pasture to Cows, Sheep and Horses wherever possible
- Add +1/2 Food to strong Food/Hammer producers with Farms (eg: Forest Deer, Wheat or River Plains, River Hills post-CS)
- TPs
- Farm Grassland River if you have a city full of natural Hammer tiles
- Mines at the end of the city's growth cycle
You may need to work a Mine in after you get the first Maritime ally (especially in the capital), depending on Hammer production from other sources. Mines with commerce specials are always worth working, though. +3 HPT and a large GPT bonus is worth sacrificing growth rate. You should Trading Post tiles you can't irrigate with CS or profitably Mine. Exceptions: a Jungle tile usually should get a TP, and Farming a Plains tile without rivers can make sense in otherwise Hammer-poor locations. Of course, you should overwrite any Mines not on luxuries once you choose to go into unhappiness.
Hammers are effective unless (until?) you are in extreme unhappiness. If you want to rush something, you can always have the city working on the next item on your priority list using its hammers. Plan ahead!
You'll find that it will take a few more turns to get the machine rolling this way, but you will end up with a much more functional machine.
You pay roughly 4 to 5 gold per hammer on a rush buy. What that means is that +1 HPT is strictly better than +2 GPT in the early game. No early city improvements can make rush buys competitive. It takes a mid-game Social Policy, a Wonder, and city improvements to make rush buys strictly superior. If you run up the Rationalism tree, you'll get +1 Science per TP, but that still means that you will take much longer to acquire your buildings early on. That's a problem. Monuments and Libraries are extremely strong buildings that you will want everywhere ASAP, and you will want Markets to feed a gold-focused strategy.
What this means is that you want to emphasize hammers early on. The Trading Post pays dividends immediately, providing +2 GPT now. The Farm is an investment which causes you to earn +1-3 HPT a few turns later, assuming a quality city location with some potential for Hammers. Cutting turns off the time needed to grow has a persistent effect; the extra food makes you grow faster now and later. (You still have to cycle through larger food boxes with the lower-output TPs, so don't treat that as a growth penalty when comparing Farms and TPs.) The effect is cumulative in a city with many quality food tiles; working a 3F tile that permits you to work another 3F tile improves the city's growth rate.
Focusing on Food initially yields you the oh-so-critical early Hammers you need to improve your tiles while still building up enough of a military to cope with an early attack. At the start, you generally want to prioritize improvements as follows:
- Luxury tiles for resale (get the first Maritime ally rolling, possibly rush a Worker if your capital is Hammer poor)
- Add +1 Hammer/Food with Pasture to Cows, Sheep and Horses wherever possible
- Add +1/2 Food to strong Food/Hammer producers with Farms (eg: Forest Deer, Wheat or River Plains, River Hills post-CS)
- TPs
- Farm Grassland River if you have a city full of natural Hammer tiles
- Mines at the end of the city's growth cycle
You may need to work a Mine in after you get the first Maritime ally (especially in the capital), depending on Hammer production from other sources. Mines with commerce specials are always worth working, though. +3 HPT and a large GPT bonus is worth sacrificing growth rate. You should Trading Post tiles you can't irrigate with CS or profitably Mine. Exceptions: a Jungle tile usually should get a TP, and Farming a Plains tile without rivers can make sense in otherwise Hammer-poor locations. Of course, you should overwrite any Mines not on luxuries once you choose to go into unhappiness.
Hammers are effective unless (until?) you are in extreme unhappiness. If you want to rush something, you can always have the city working on the next item on your priority list using its hammers. Plan ahead!
You'll find that it will take a few more turns to get the machine rolling this way, but you will end up with a much more functional machine.