Aside from those two, you always want to get Buildings that improve Tiles for you when you have 2 or more of that type of tile available. If you only have one, that can wait. If you have 3, it's a significant boost to the City and should be prioritized, because it will help you make future buildings faster.
Lighthouses are very important if you have multiple Sea Resources nearby. They give extra Food and Production and are far more important than Fishing Boats.
Keep these concepts in mind as you go. Make Growth, Scientific, Production, and Gold buildings based on the City's terrain and the empire's current needs.
Late-Game Golden Ages are better than those in the early, for you'll make much more Culture, Gold, etc. Make other Happiness buildings as needed, and always trade your excess resources for Happiness so that you do not need them right away. These concepts ignore certain things like getting Opera Houses in all Cities for a Hermitage, but if you do things in the right order, you can boost a City's Production via Population and get ALL buildings up faster.
In order to have high-population Cities, you'll simply HAVE to buy some buildings sometimes, else you spend too much time on Production Focus. Only do that for Wonders or really, really important buildings when you lack the Gold.
If your Civ dips into Unhappiness, put all Cities on Production Focus so that they can get new Happiness buildings up faster, then switch back to Food Focus. What to Research to Speed City Growth While most players will go straight for Education and Scientific Theory with small diversions to pick up Luxuries, and techs like Construction, Banking, and others, you need some other Techs to maximize Growth.
Sending a Food Trade Route requires a Granary. One to two of these should always go to your Capital as it will typically have the National College while at the same time need to work Guilds for generation of Great Writers. With Universities, you have two more Specialist Slots to work to improve Science output. If it's coastal, a single Cargo Ship with Food can offset this problem and allow the Capital to grow.
The third should go from the Capital to another Civilization to get Gold. This all depends on how many great Food tiles your Capital has available to work, while you must also pace growth in relation to available Happiness. Other Cities will be fine, as the only Specialist type they should be working in the early-mid game are those from Universities and Public Schools. They are only losing 3 Citizens from tiles while the Capital is losing or more at that point. While on Food focus, your other Cities can continue to grow just fine until you unlock more Trade Routes with Banking and Compass.
When you've just founded a new City, you can help it grow rapidly by sending a Food Trade Route from the Capital. When the 30 Turns are over, you can switch the Caravan or Cargo Ship's Home City to the original destination and start sending Food the other direction to the Capital for the above-mentioned reasons. Cities must be size 2 to make a Settler. If you do this right, and have the Workers to help with Production in a new City, you can have your Expansion City make your 2nd Settler while the Capital builds something important like the Hanging Gardens if Tradition , Colossus for extra Trade Route, or some other thing you require like a Writer's Guild.
I like to have at least one going to each City always choosing Cargo Ships if the City is Coastal and two to the Capital. Your Cities growing will provide more money from City Connections, make them better targets for other Civs' Trade Routes which give you income too and allow them to work tiles that give Gold.
Look for Civs that have that Resource to trade, and offer them Gold for it if necessary. You can also see what Resources City-States offer and possibly ally with them to trigger this growth bonus. In my Population Egyptian City in the screenshot above, I got a couple of these. Keeping the City on Food during that time is super-important to maximize usage of the bonus.
When the celebration is over, the City will demand a new resource and you can start the process over. They always ask for something you don't yet have. It is wonderful for a small civilization, to allow for a large Capital and keep up Scientific and Gold output throughout the Eras, particularly if you take all the Policies in Tradition.
Another means of getting extra food is Allying with Maritime City-States, who at max will give a few food to your Capital and one extra food to every City in your Civilization. Mines can be built on hills, and later Lumber Mills in forests with the Construction technology. Each item that a City can build has a cost and the production will gradually add up to that amount, producing your unit, building, or Wonder.
If you need to switch to another project, for example stall production of a Wonder, you will not lose progress - it will retain the amount of hammers you've already put into it, as should be the case. Any city can make them, and any that is not planned to be a small outpost should have one.
Engineers also come from Factories Industrialization Research which require Coal but have 2 slots for Engineers. Using these specialists and resisting the urge to chop some of those forests and leave them for Lumber Mills later can lead to a City with great production.
Cities with high production are well-suited to also get a Forge, Barracks, Armory, and eventually a Military Academy and be your primary Military production city. You can get there eventually, but first focus food to get it the necessary population to take advantage of all those hammers. Great Engineers are particularly good in higher difficulty games where they can help to guarantee you are able to create a World Wonder before anyone else beats you to it.
Early-game, it would be wise to place a Manufactory instead of hurrying a Wonder, unless you really need it. That will generate loads of production over time, and you can pump units out fast or convert that production to Gold or Science in times of need.
Types of Buildings There are three types of Building in Civilization 5. First are your regular buildings that any city can make, but not all should. Buildings cost gold to maintain and it's not good to waste gold. Another type of building requires all other Cities to make a regular building to unlock; that is known as a National Wonder. All Civs can build one. They are all desirable buildings and give massive boosts to Gold, Research, Culture and Tourism great works slots , Great Person Points, Faith and Religious Pressure , and enhanced production.
There are even a few more, those are just off the top of my head. The last type of building is the Wonder. Wonders of the World can only be built once, in one City, and its benefits will go to that Civilization or anyone who conquers it. You should not obsess over Wonders, but focus on those that are related to your strategy to win the game victory conditions list. Only working it counts. Go ahead and reload until you get marble nearby.
Don't start to think about realism, you already know why realistic trade routes would suck. The trick with food TR is to make your expansions grow faster since you often already have a granny in cap when you settle them, then reverse them for a huge capital once your new cities are decently sized.
Some people consider those especially sea based TR totally broken and they are quite powerful. However, what those people forget about internal TR is their high upkeep cost. What upkeep, caravans are maintenance free right? Yes, but if you use them for , you are not sending them to AI civs.
Now, there are situations where you can't send TR to other Civs and of course more gives more and and possibly more with city connections, so there are times when you want to use internal TR. Also, if you plan on a lot of early wars that's no longer as good as it used to , you don't want your caravans wandering around unprotected.
The same holds true if there are way too many barbs. You may also want to be self supporting so you won't end up banckrupt when you finally start some military campain. All i, all, internal TR are good, but foreign TR are very good too.
Whether you want one or the other depends on you particular play style, the map, the difficulty Lord Yanaek , Oct 5, Thanks for the very detailed answer Bob!
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