Originally posted by Catt
It can still be well worth your while to grow the pop in such towns, particularly if there is any bonus food source or if you're agricultural - provided you can handle some micromanagement. By getting a city above size 6, the food box expands to 40 food bushels. Even without any food bonuses, you'll always have 2 extra food from the city tile -- the two extra food can support one taxman bringing in two extra uncorrupted gold per turn. You can even let the food box grow to almost full, and then assign two taxmen while you let the food box dwindle -- this is especially helpful with an Ag civ since the food deficit is only 1 per turn, allowing 30+ turns of 4 commerce per turn before dropping back to 2 commerce per turn to prevent starvation. A totally corrupted coastal town of size 7 can be a very profitable little burg, even after investing in a needed inprovement or two. (Remember that specialists need no happiness modifiers, so a size 7 city with a 40-bushel food box that regularly uses one or two specialists will need little, if any, happiness improvements). The possession of Adam Smith's will make this approach even more attractive, since it substantially eliminates any upkeep costs -- invest up front in a harbor and an aqueduct, a market if absolutely necssary, and a temple or library to expand the borders (the truly economically anal can sell the temple or library after expansion to eliminate the 1 gpt upkeep, limiting the ongoing operational expenses to 1 gpt for the aqueduct).
Bonus food means more specialists. And the on-again / off-again starvation cycle can be very handy during those turns where making 20 scientists (several from each corrupted coastal city) can allow you to lower the science slider but still research a tech in the same timeframe -- often saving lots of gold.
The power of specialists is so juiced up in C3C that they often deserve a tactic of their own instead of trying to reduce corruption and extract value (other than food) from tiles.
Catt
It can still be well worth your while to grow the pop in such towns, particularly if there is any bonus food source or if you're agricultural - provided you can handle some micromanagement. By getting a city above size 6, the food box expands to 40 food bushels. Even without any food bonuses, you'll always have 2 extra food from the city tile -- the two extra food can support one taxman bringing in two extra uncorrupted gold per turn. You can even let the food box grow to almost full, and then assign two taxmen while you let the food box dwindle -- this is especially helpful with an Ag civ since the food deficit is only 1 per turn, allowing 30+ turns of 4 commerce per turn before dropping back to 2 commerce per turn to prevent starvation. A totally corrupted coastal town of size 7 can be a very profitable little burg, even after investing in a needed inprovement or two. (Remember that specialists need no happiness modifiers, so a size 7 city with a 40-bushel food box that regularly uses one or two specialists will need little, if any, happiness improvements). The possession of Adam Smith's will make this approach even more attractive, since it substantially eliminates any upkeep costs -- invest up front in a harbor and an aqueduct, a market if absolutely necssary, and a temple or library to expand the borders (the truly economically anal can sell the temple or library after expansion to eliminate the 1 gpt upkeep, limiting the ongoing operational expenses to 1 gpt for the aqueduct).
Bonus food means more specialists. And the on-again / off-again starvation cycle can be very handy during those turns where making 20 scientists (several from each corrupted coastal city) can allow you to lower the science slider but still research a tech in the same timeframe -- often saving lots of gold.
The power of specialists is so juiced up in C3C that they often deserve a tactic of their own instead of trying to reduce corruption and extract value (other than food) from tiles.
Catt
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