[QUOTE] Originally posted by NFIH
I thought the accepted wisdom was to not let things be automated. No?[quote]
Like it or not, your worker placement is already automated (ie everytime it grows). But the governor has no direction, you do actually need to tell him that you want to bring in a maximum amount of food, hammers and commerce. Otherwise he'll do stupid things like assigning a single specialist here and there that takes 200 turns to produce a great person while killing city growth.
All. Cities. Need. Granaries.
Check your happy caps, you're nowhere near them. Many cities are like size 5 with a happy cap of 12.
And there is a cure for overpopulation, slave them to death .
Slavery does result in a short term reduction in score-power but much better growth in the slightly longer run.
Also if you check your cities you'll find many of them aren't working great tiles, take a grassland forest tile. It produces 2food 1 hammer a turn, the worker eats 2 food. So you get a net profit of 1 hammer. it woudl take 30 turns to bring in 30 hammers. Or you could kill him off with slavery and get 30 hammers right now, and inside of 10 turns he'll have grown back and can be killed for another 30 hammers.
Don't slave when they're working good tiles, but be ruthless with the population working marginal stuff like forest.
You might think so, but no. Forges have additional effects:
1) they add +1 happy for each of gold, gems, silver.
2) they amplify the power of whips.
That would be "Growth". They grow back extremely quickly.
Specialization is not something you start a game with an intention of doing; it's an oppurtunistic thing. You see a city site which is just perfect for cranking out units etc.
The reality is, most buildings will provide at least some benefit in any city, like a forge as well as providing additional production also has the happy bonus, a granary has health bonuses, a library provides culture, markets provide happy, grocers provide health. It's only when you get to Banks and the like that specialisation really matters; and still then, it's mostly a matter of not building them where they are not needed.
The main use of specialization is actually to maximize the power of your national wonders, heroic epic is so much more powerful when it has a lot of base hammers to work with.
I whip units (duh?) or train them between whips.
This is why I build barracks everywhere, if I get sneak attacked, no city is spared the cruel bite of the whip in rallying a strong defense + counter attack.
A 10 food surplus is 2 fish tiles + lighthouse. A 10 food surplus is 2 x grassland pigs. Or a freshwater corn plus 4 floodplains.
What you should probably do is focus more on founding cities where they work food resources, one of the major flaws in your city placement is you actually leave good food tiles outside of *any* city radius. I can understand this when you think fast growth is bad, but actually, fast growth is really, really good, in fact (real) power is nearly directely proportional to crop yield.
For example here:
I've X'd all the food tiles you've somehow left outside of city radius. The grassland pigs is particulary bad, it's a truly awesome tile and should be worked ASAP.
Same with the fish off the coast, 6 food tiles are a wonderful thing.
I've put dots where I would have placed cities.
First, just up the river is Green Dot, it's close to the capital but it works the pigs and has a free river connection to the capital.
Red Dot claims the sheep and stone quarry.
Blue Dot claims another sheep and the deer.
Yellow Dot is an excellent city site, claiming fish, clams and copper.
Pink Dot claims the Gold and Corn.
That I would found 5 cities in the screenshot where you only found 1 is also indicative of something, you can afford to found cities a lot closer together as long as each city is working a couple of nice resources. Really, city placement should mostly be driven by resources; how many quality resources will the city work? And some resources are more valuable than others.
I thought the accepted wisdom was to not let things be automated. No?[quote]
Like it or not, your worker placement is already automated (ie everytime it grows). But the governor has no direction, you do actually need to tell him that you want to bring in a maximum amount of food, hammers and commerce. Otherwise he'll do stupid things like assigning a single specialist here and there that takes 200 turns to produce a great person while killing city growth.
When I first started playing Civ IV I did this, but then saw that the cities tended to grow too fast and outstrip the cities' ability to sustain the population in terms of happiness and pollution. I thought granaries should only be for, say, great person farms.
Check your happy caps, you're nowhere near them. Many cities are like size 5 with a happy cap of 12.
And there is a cure for overpopulation, slave them to death .
I know everyone talks about slavery a lot but I've always been reluctant to use it because the population loss can be devastating in terms of worked tiles. And whenever I have wanted to use it, I don't have enough pop to do it anyway (e.g. it'll say I need to burn 8 pop, but I don't have 8 pop anyway and the max burn is 2 anyway).
Also if you check your cities you'll find many of them aren't working great tiles, take a grassland forest tile. It produces 2food 1 hammer a turn, the worker eats 2 food. So you get a net profit of 1 hammer. it woudl take 30 turns to bring in 30 hammers. Or you could kill him off with slavery and get 30 hammers right now, and inside of 10 turns he'll have grown back and can be killed for another 30 hammers.
Don't slave when they're working good tiles, but be ruthless with the population working marginal stuff like forest.
Shouldn't forges only be in cities with a lot of hammers? (I usually put it in cities with a minimum 10 or 12 hammers.)
1) they add +1 happy for each of gold, gems, silver.
2) they amplify the power of whips.
Again, how on earth is it possible to do this much whipping when the whipping itself costs population? I must be missing something here.
OK, you seem to be following a much more different strategy than the specialization posts I've read here and elsewhere. Worth a try, of course.
The reality is, most buildings will provide at least some benefit in any city, like a forge as well as providing additional production also has the happy bonus, a granary has health bonuses, a library provides culture, markets provide happy, grocers provide health. It's only when you get to Banks and the like that specialisation really matters; and still then, it's mostly a matter of not building them where they are not needed.
The main use of specialization is actually to maximize the power of your national wonders, heroic epic is so much more powerful when it has a lot of base hammers to work with.
What min/max population do you work with for your cities? The time to build units and structures is a function of population so if you're always whipping, how can you ever be working enough hammer tiles to build units in a timely fashion?
This is why I build barracks everywhere, if I get sneak attacked, no city is spared the cruel bite of the whip in rallying a strong defense + counter attack.
What? I think it's quite rare to have a +10 food surplus. In fact, I don't think I've ever had such a site.
What you should probably do is focus more on founding cities where they work food resources, one of the major flaws in your city placement is you actually leave good food tiles outside of *any* city radius. I can understand this when you think fast growth is bad, but actually, fast growth is really, really good, in fact (real) power is nearly directely proportional to crop yield.
For example here:
I've X'd all the food tiles you've somehow left outside of city radius. The grassland pigs is particulary bad, it's a truly awesome tile and should be worked ASAP.
Same with the fish off the coast, 6 food tiles are a wonderful thing.
I've put dots where I would have placed cities.
First, just up the river is Green Dot, it's close to the capital but it works the pigs and has a free river connection to the capital.
Red Dot claims the sheep and stone quarry.
Blue Dot claims another sheep and the deer.
Yellow Dot is an excellent city site, claiming fish, clams and copper.
Pink Dot claims the Gold and Corn.
That I would found 5 cities in the screenshot where you only found 1 is also indicative of something, you can afford to found cities a lot closer together as long as each city is working a couple of nice resources. Really, city placement should mostly be driven by resources; how many quality resources will the city work? And some resources are more valuable than others.
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