Originally posted by Velociryx
Vel, please remind me, what did MRC stands for again?
MRC = Multi-Role City. The essence of the plan revolves around the worker crews improving far more tiles in a city radius than the city will be able to use for a long time (in all probability, for much of the game). By terraforming well "in advance" of use, I'm just a couple mouse clicks away, at any given point, to totally reconfiguring any city I control.
Vel, please remind me, what did MRC stands for again?
MRC = Multi-Role City. The essence of the plan revolves around the worker crews improving far more tiles in a city radius than the city will be able to use for a long time (in all probability, for much of the game). By terraforming well "in advance" of use, I'm just a couple mouse clicks away, at any given point, to totally reconfiguring any city I control.
The result of which, is that in general I'm running with fewer workers.
you don't have to build libs.
Very true, but Libraries come early in the game (during my "expansion phase," at a point when the only other culture generator is the Obelisk, and while it is cheaper, it only provides half the cultural output, and no other benefits, long term. So my decision is an easy one when picking between the two...I seldom build an Obelisk at all.
Very true, but Libraries come early in the game (during my "expansion phase," at a point when the only other culture generator is the Obelisk, and while it is cheaper, it only provides half the cultural output, and no other benefits, long term. So my decision is an easy one when picking between the two...I seldom build an Obelisk at all.
You're right, however I very rarely run into that in my games. I'm heavy on spreading whatever religion I get, which means easier expansions for all cities. Further, commerce cities focus on libs early on. It doesn't take long for them to reach a second expansion... at which point most of my territory will be available, even with a cultureless barracks city in the middle of my territory. Also, barracks cities tend to lay closely to the capital, and get covered with the capital's culture anyway.
the "rounding error" is where you *get* your greater return on invested hammers. Significant enough to be noteworthy, but not enough to offset the greater aggregate increase in hammers doing it the other way.
In thinking it true, I think I've got to agree with you. You see, I was assuming that as all my commerce was in e.g. 2 cities, I would not get rounding penalties in the cities that didn't have markets.
It's difficult to explain. In general, the less roundings, the better. That means that the more commerce in a city, the less you'll lose... this is not a hammer investment where you see the benefit (that too, but there is something else I'm trying to point out). It's purely that because of rounding I will get a higher gpt rate in my empire than you.
It's not exactly correct, though, and this has changed in my understanding since last post (so thx!): it's not because I don't need to build markets in production cities (they won't get to +1 gpt, so what's the point), that rounding doesn't occur... in a way, I'm still getting hit by the same losses as you are due to roundings, even if in my case those roundings appear in markets I didn't build.
Phew.
It does assume you build markets everywhere, though, completing them everywhere at the same time I complete one of them in my commerce city. I don't think you'll be able to do that in all games

And yes, it is circumstantial. However I don't think there is a situation where you will get more gold than a specialized empire. It might be that you picked your city's specialization wrong (barracks city in between the wines and gold), but nothing else.
But there's the rub. If you're only going culture heavy in "culturally specialized cities" (perhaps 30-50% of your empire), and I'm investing culture heavy everywhere, assuming a like number of cities, then I'm at least that much "ahead" in terms of total culture, making it relatively harder to take my cities, pushing the borders back further, etc.
Why? I've got culture specializations, I've got commerce specials. Both have very decent culture. My production centers focus on wonders, they'll have even more culture. The only cities not getting a lot of culture are the barrack's cities, which typically are in land, not next to a border, and get at least some culture from religions and theatres (and e.g. HE as well).
Like I said: where it's needed, I gravitate heavily to culture. Because I don't need to build units in there, and because I don't have to prioritize markets, I will get the best culture there is (artists!). Others will be more then enough: commerce cities go to 60% defense very quickly too.
WRT units...I use the f9 summary almost every turn. I don't have to be the biggest, I just have to be somewhere in the middle and maintain active diplomacy. If I do that, the warmongers will pick on the folks with the smaller military, and I can go on my merry way.
Well, every turn would be a bit much, but we've got exactly the same playstyle here. If I would risk speeding ahead (unlikely, but still), I will change my barracks cities to infrastructure builds too. Eventually, these will get a lib in many cases, but only after all happy/health stuff.
If I am falling behind, I try to get another barracks city going. Or perhaps have one of my MRC cities (I tend to keep one or two of them, for flexibility) build a barracks and some units, before continuing on commerce infrastructure.
A new city has nothing, and as such, is ill suited to any particular task. Given that, its first goal will be to focus on food, and I will use the fast-growing population as a means to speed-build basic infrastructure in place, chopping forests I don't need that are in the vicinity to further this process along.
Big difference to me here. In some cases, I'll do the same. In others, I will go for either production, or commerce early. Some cities, especially those founded later, go food-heavy at first, but that certainly is not true per definition for city #2 and #3!
Forests: If I spot I need to remove them (e.g. to let irrigation pass later on), I tend to go for them asap. If there is something like e.g. silks on forest before calender, I tend to use them instead. Commerce cities are greatly helped by chopping, the designation of which city is going to do what is an easy guide to where I need to leave my forests intact.
Good notes re: Barracks cities. In my way of planning the Empire, the units are the Barrack's city's "profits," while the paying maintenance they generate is simply that city's "price to play."
Yup. It applies to more of these specialization: e.g. missonary factories (normally in culture or commerce cities), specialists (food or commerce cities), workers/settlers (food, sometimes barracks. Early on many cities have to provide their own worker, but I'm trying to improve that in my games), science. All of these get shared, and thus 'rented out'.
PS: Arrian, I'm finally set up to play AU further... let's hope I can get another report out tonight

DeepO



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