I think there was another thread on this topic, but I couldn't find it. These rankings are biased toward the early game, when you're in despotism, but some consideration is given to the later game. Anyway, here's the argument starter: ![](http://apolyton.net/forums/smile.gif)
City site (goal is 1. food, 2. shields, 3. trade):
1. Rivered grassland
2. Rivered plains
3. Rivered buffalo
4. Rivered pheasant
5. Buffalo
6. Grassland
7. Plains
8. Wine
9. Spice
10. Furs
11. Wheat/Oaisis
1st worker square (goal is 1. food 2. shields 3. trade):
1. Whales
2. Rivered wheat/oasis
3. Rivered shield grassland
3. Rivered pheasant
4. Pheasant
5. Wheat/oasis
6. Shield grassland
2nd worker square (goal is 1. shields 2. trade 3. food):
1. Whales
2. Silk
3. Peat
4. Iron/Oil
5. Buffalo
4. Forest/Coal
After your city grows to size 2, switch both workers to a "second worker" square, if possible.
I rate special squares relatively low for the city square because it means you won't be able to work any other special squares. I won't put my first worker on a square that produces high food/trade but no shields (e.g. spice, fruit, fish). The AI loves these squares, so you need to rearrange your workers every time the city grows.
![](http://apolyton.net/forums/smile.gif)
City site (goal is 1. food, 2. shields, 3. trade):
1. Rivered grassland
2. Rivered plains
3. Rivered buffalo
4. Rivered pheasant
5. Buffalo
6. Grassland
7. Plains
8. Wine
9. Spice
10. Furs
11. Wheat/Oaisis
1st worker square (goal is 1. food 2. shields 3. trade):
1. Whales
2. Rivered wheat/oasis
3. Rivered shield grassland
3. Rivered pheasant
4. Pheasant
5. Wheat/oasis
6. Shield grassland
2nd worker square (goal is 1. shields 2. trade 3. food):
1. Whales
2. Silk
3. Peat
4. Iron/Oil
5. Buffalo
4. Forest/Coal
After your city grows to size 2, switch both workers to a "second worker" square, if possible.
I rate special squares relatively low for the city square because it means you won't be able to work any other special squares. I won't put my first worker on a square that produces high food/trade but no shields (e.g. spice, fruit, fish). The AI loves these squares, so you need to rearrange your workers every time the city grows.
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