I'm far from being a great Civ player, but I believe I am doing OK, so here is my advice.
1. You should never let your cities riot. As soon as you reach the happy cap, you should stop the city from growing.
2. I never automate neither the workers nor the governors. Yes it means micromanagement, but I go into the city screen only if the city has just grown or I have completed a new tile and intend to reassign people working (not every turn).
3. Planning is the key for good development.
3 a) Long term: From the very beginning I try to make a plan on what a fully developed city would look like. If the city is going to be a GP pump, go for food (obviously) and leave as much forest as possible. In the case of a regular city, make sure you have just enough food for enough people to work all the 20 tiles and make the rest into mines/cottages. Consider leaving some forest for health as well (initially you would not be able to work all the tiles anyway and by the time you do, you will have limber mills). Windmills are OK for the extra food, but do not build watermills unless you are really desperate (and make that REALLY DESPERATE) for hammers. Cottages are pretty much always better (cottages are by far the most important improvement). Plans are made to change, so be flexible, but it helps a lot to have some big picture in mind.
3 b) Short term (aka what are the first two/three improvements). First go for food, tiles are useless unless someone is working on them and you need food for more people. Second I go for hammers and try to build a mine or two. The third or forth should be a cottage. At the second improvement I also try to connect the city to the rest of the empire. Exceptions to the above are the strategic resources, if you need that iron now, connect it now.
4. What to build where? Well, I guess that depends on the personal style, but here is what works for me. Cottages on flood plains and grass. Mines on hills (always chop forest from hills, the chance to find extra resources comes handy). Plains I prefer to leave with forest; if there is no forest, build a farm or in case you have too much food already, go for another cottage. I never farm grass or floodplains unless I don't have enough food to work all my mines. I don't use specialists and GP much (perhaps I should), I usually don't play charismatic or spiritual so most of my cities are capped at population 4 until the calendar, so early on I have much more use for commerce and hammers than food.
5. If my workers have nothing better to do, I make everything into roads/railroads. I will road a tile with a resource for which I don't have the tech yet, just to save time when I do have the tech.
I may automate workers to just improve roads to RR (I am not even sure if that can be done), and I will do that only after I make sure all my mines and limber mills are done first (manually) and I have RR connections between cities to move soldiers faster.
1. You should never let your cities riot. As soon as you reach the happy cap, you should stop the city from growing.
2. I never automate neither the workers nor the governors. Yes it means micromanagement, but I go into the city screen only if the city has just grown or I have completed a new tile and intend to reassign people working (not every turn).
3. Planning is the key for good development.
3 a) Long term: From the very beginning I try to make a plan on what a fully developed city would look like. If the city is going to be a GP pump, go for food (obviously) and leave as much forest as possible. In the case of a regular city, make sure you have just enough food for enough people to work all the 20 tiles and make the rest into mines/cottages. Consider leaving some forest for health as well (initially you would not be able to work all the tiles anyway and by the time you do, you will have limber mills). Windmills are OK for the extra food, but do not build watermills unless you are really desperate (and make that REALLY DESPERATE) for hammers. Cottages are pretty much always better (cottages are by far the most important improvement). Plans are made to change, so be flexible, but it helps a lot to have some big picture in mind.
3 b) Short term (aka what are the first two/three improvements). First go for food, tiles are useless unless someone is working on them and you need food for more people. Second I go for hammers and try to build a mine or two. The third or forth should be a cottage. At the second improvement I also try to connect the city to the rest of the empire. Exceptions to the above are the strategic resources, if you need that iron now, connect it now.
4. What to build where? Well, I guess that depends on the personal style, but here is what works for me. Cottages on flood plains and grass. Mines on hills (always chop forest from hills, the chance to find extra resources comes handy). Plains I prefer to leave with forest; if there is no forest, build a farm or in case you have too much food already, go for another cottage. I never farm grass or floodplains unless I don't have enough food to work all my mines. I don't use specialists and GP much (perhaps I should), I usually don't play charismatic or spiritual so most of my cities are capped at population 4 until the calendar, so early on I have much more use for commerce and hammers than food.
5. If my workers have nothing better to do, I make everything into roads/railroads. I will road a tile with a resource for which I don't have the tech yet, just to save time when I do have the tech.
I may automate workers to just improve roads to RR (I am not even sure if that can be done), and I will do that only after I make sure all my mines and limber mills are done first (manually) and I have RR connections between cities to move soldiers faster.
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