Originally posted by Krill
It's only Noble, so city maintence isn't prohibitive. Building wealth helps alot as well, cities that could get a barracks and start building units can be put onto wealth, the gold in the second city helps research so that currency isn't impossible to get (I would have just finished if I hadn't got calendar immediately after researching the early techs). Building cottages and forcing the new cities to grow and work nothing but food tiles and cottages until you can slave a courthouse for 4 pop (after getting a granary first, of course) is the main way.
It's only Noble, so city maintence isn't prohibitive. Building wealth helps alot as well, cities that could get a barracks and start building units can be put onto wealth, the gold in the second city helps research so that currency isn't impossible to get (I would have just finished if I hadn't got calendar immediately after researching the early techs). Building cottages and forcing the new cities to grow and work nothing but food tiles and cottages until you can slave a courthouse for 4 pop (after getting a granary first, of course) is the main way.
I didn't slave any units at all, no need with all of the cities having alot of production tiles. Simply growing cities towards the happy cap gave me enough production. The coastal cities that built lighthouses just worked food and coastal tiles until they were large enough to work most or all of the production tiles then I moved them onto production and building units.
Also, how does the turn count work for working cottages? For example, if I start to work a tile and do it for 5 turns, then take the worker off it and put it back a few turns later, does that tile still count as having worked 5 turns toward growth or does it reset to zero?
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