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Pyramids aside (a wonder that I do shoot for), I currently only build granaries when I have 5 surplus food in a city. Otherwise the expense is too great, early in the game. Now, 60 shields produces 2 small cities, farming workers off those 2 cites (assuming 2 surplus food) triples the rate of growth in the capitol or any other city, if you want, instead of the doubling effect of a granary in the city where it was built.
You lose shields, but gain cities long-term. And if you look at things differently, you gain those shields back from the cities you've built (sooner), so you gain all the way around as long as you can get an efficient and well-defended REX going.
I tend to put cities in a pattern of spearman -> settler....which is usually good enough for the standard growth rate. Having a city with a grainery seems to throw that balance out of whack.....giving me population points which are unhappy and sitting on unproductive / unimproved terrain, which my worker force is unable to make into productive land while taking advantage of the new cities as well.
I'm unwilling to have unescourted settlers, and warriors just don't cut it, even against barbarians, so am I going at this the wrong way? Would I see a signifigant change in my growth rate as a civ if I had a city just for settlers, and others specializing in the spearmen? If so, I doubt it would be as radical as the benefit of changing my city spacing to 3 squares, but.....what kind of effect does it have?
Originally posted by Frank Johnson
Having a city with a grainery seems to throw that balance out of whack.....giving me population points which are unhappy and sitting on unproductive / unimproved terrain, which my worker force is unable to make into productive land while taking advantage of the new cities as well.
You can use the Luxury slider to ensure your populace in your Granary city are Content. As for unimproved terrain, remember that your Granary city does double-duty as a Settler and Worker pump, so you should not be falling too far behind in tile improvements (quite the opposite). Getting more Workers faster also means that you can hook up Luxuries faster (in general), providing another way to deal with the unhappiness caused by "extra" citizens.
I'm unwilling to have unescourted settlers, and warriors just don't cut it, even against barbarians, so am I going at this the wrong way?
For me, Warriors always cut it against Barbs. Remember that if you're using close city-spacing, escort duties are short, and therefore you should have enough Warriors roaming around to explore and escort.
Would I see a signifigant change in my growth rate as a civ if I had a city just for settlers, and others specializing in the spearmen?
The idea is to supplement the standard REX strategy (finish a Settler in a city whenever it hits size 3) with a Granary/Worker pump strategy. You expand the fastest if you use both. If you feel your expansion is going well, your highest production cities can stop building periodic Settlers, and be allowed to grow in order to increase their production even more. Expansion and the early-game are not (at least in my mind) "all or nothing" propositions.
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Originally posted by Frank Johnson
I tend to put cities in a pattern of spearman -> settler....which is usually good enough for the standard growth rate. Having a city with a grainery seems to throw that balance out of whack.....giving me population points which are unhappy and sitting on unproductive / unimproved terrain, which my worker force is unable to make into productive land while taking advantage of the new cities as well.
I'm unwilling to have unescourted settlers, and warriors just don't cut it, even against barbarians, so am I going at this the wrong way? Would I see a signifigant change in my growth rate as a civ if I had a city just for settlers, and others specializing in the spearmen? If so, I doubt it would be as radical as the benefit of changing my city spacing to 3 squares, but.....what kind of effect does it have?
It really depends on the starting terrain. The best settler producer cities have ample food AND the resources to build the settlers. If there isn't a suitable site, then a granary can tip the balance - if you have grassland but no cows, wheat or flood plains is the situation here.
However, the extra wait for the granary to be built can count heavily against you, as the opponents who have more favourable starting positions will out build you (they do anyway on Deity...).
Unesecorted settlers will USUALLY be OK. If you have scouts or warriors out exploring, they'll find the barbs and other Civs. Having barbs pillage an unprotected city isn't good - but you can bounce back from it (unlike Civ2). Remember, military units wandering about will prevent barb uprisings.
Putting you city spacing down again, depends on the terrain. Before you get luxuries hooked up with roads, your biggest city will be a 4 anyway - assuming they can get the food. If you have a lot of improvments that NEED doing (plains irrigated, hills mind rather than forest or worst case lots of mountains) then the extra workers more than make up for the inconvenience of abandoning it later.
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And never forget that, despite what civ you are, there's a time to stop REXing and building workers and just conquer! You will get about 50% of the needed worker supply from those conquests, I find. Then again, I play regent, so maybe I'm totally off-base.
I would agree that it's best to get out and get the iron and horsies before the others do... if that means putting off the granary and accepting fewer, but more well-placed, cities at first, then so be it.
The problem I have with close-pack is that these first few cities constitute your empire's core. They'll have the longest oppurtunity to grow, the lowest corruption and the longest time to generate culture, gold and science. Large overlap hampers your future.
But then again, I'm not that great of a player so what do I know.
Originally posted by gunkulator
The problem I have with close-pack is that these first few cities constitute your empire's core. They'll have the longest oppurtunity to grow, the lowest corruption and the longest time to generate culture, gold and science. Large overlap hampers your future.
But then again, I'm not that great of a player so what do I know.
This was definitely an issue in Civ2, but depending on the number of other civs you're up against, I think it's worth sacrificing a little largesse for more early-on power.
Their growth really isnt hampered untill the industrial age. Plus, if cities are "packed" together near your capital, all the squares that are in the "good" zone of low corruption can be worked in the anicent era instead of the industrial era.
The only problem is higher maintance costs involved in making lots of city improvements.....but....for taking over people early in the game and simply pumping units, its ideal.
Just design your city grid with the plans of disbanding your capital later on. That's what I tend to do now when I have the chance to build up more than a few cities. Later on when you reach size 12 or so with your core cities you can disband/move your capital and the spacing will be evened out.
I have never built a granary. And definitely don't need em now cause most of my major cities are maxed. I also have a better way of increasing my cities.
raze large enemy city send all those workers to current cities and add to city
Also find two cities that will produce reaonably well and have them build cities. when they build a settler send two new conquerewd workers to add to city.
When I used WWI style it was about even now with WW2 style I am seeing more and more open land
Cause I build 3 settlers every 5 turns and raze 3 to 6 cities every turn
workers acquired from razing = half of current city
Once I gained 18 workers from one city. It sure beats the hell of squelching all them resisters
My current enemy has many large cities for me to raze. Smallest is probably about 22 and biggest is like 40
Figures it would be the chinese that I am attacking too.
I figure I razed a city the size of L.A.
I also have enough workers to work my terrain so any new ones get added to city
Granaries halve the amount of time you need to increase a population, but then settlers building new cities have a similar value of bonus.
A size 3 city with each tile working 2 food will have an excess of 2 food. With a granary growth is in 5 turns.
Two size 1 cities with each tile working 2 food will have an excess of 4 food. Neither have a granary but you grow two pop points in 10 turns.
My decision to build granaries revolves around which method produces the greatest benefit in food, commerce, production and strategic position.
One day Canada will rule the world, and then we'll all be sorry.
yeah but it also increases costs. You must pay 1 gold piece for each one. Which makes it harder to upgrade, forces you to have a higher tax rate so you research slower. As is without additional help I would break even at 30% and a 70% science for a tech every 5 turns. But with trading, a wonder and tax specialists I make 300+ gp a turn which I need a steady income to upgrade. I just spent 7000 gold upgrading infantry to MI
One option would be to build em early and then when it maxes out sell em. Once they max out you don't em anymore. Or capture or build pyramids. What is REX?
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