Post by FriedrichPsitalon on May 11, 2003 14:39:01 GMT -5
One of the most frequent topics that people seem to ask me about is “What should I build when? I’m never sure what I need to build in this or that town at any given time- I waste a lot of time deciding.” In all honesty, there have been times that I’ve captured towns and been quite surprised with what I found inside them. This article, then, is devoted to that topic: When to build which city improvements, and why.
The usual caveats:
1) This article is intended for “usual” MP games- between 2 and 3 hours, 2-5 players, elim or “classic” (Points) rules. You might use it as a guide to other situations, but it is intended for that.
2) I’m not claiming to have all the answers- feel free to speak up. Play styles differ, and obviously, I’m going to be somewhat biased towards my own.
I’m not going to use any particular spiffy organizational method this time- just talk about each one, right after another, in no particular order. Bear in mind before I begin that I am talking about the MP environment and the needs of same- meaning, you devote cities to specific purposes, you keep your maintenance costs town by not building relatively unused structures (Sure, barracks in every single town is nice, but it’s also a fast way to increase your maintenance costs for no good reason), and you keep your intentions sharply focused by staying “on task” to your goal while not wasting time with things you don’t need.
Temple Makes citizens content, 2 culture per turn, 60 Shields to create, 1gpt Maintenance
Temples are a moderately high priority item, but they aren’t absolutely essential. Temples should be built in towns that are on the borders of your empire, or in areas that are likely to experience very rapid growth and/or have little/no access to luxuries. The border expansion that temples provide can be handy for spotting incoming attacks, and if you’re planning on outlasting your foe to win on points, the land area gathered by a temple is very important. Bearing in mind the culture-size 1 city borders compared to a culture-size 2 city border, a temple gains you 8 squares- only 1 less than a brand new city! You do NOT need to build a temple if your city is inside your boundaries already (either due to ultra-close city spacing or high culture cities nearby, or possibly coastline) and/or you have a great deal of luxuries around. If you have a sentry net out, aren’t concerned about land area, and have roads to more than one or two luxuries, temples COULD possibly be skipped. Watch out for culture flips if that option is on, though.
Barracks Veteran unit production, fast unit healing, allows for upgrades, 40 Shields to create, 1gpt Maintenance
One of the more common mistakes I see is the “Build Barracks Everywhere” syndrome. You do NOT need a barracks in every town! If your town is producing workers and settlers, you do not need a barracks. If your town is producing catapults and galleys, you do not need a barracks. If your town is nowhere near the front lines and has low production, you do not need a barracks. Barracks are for (surprise) military centers. If the city in question is highly unlikely to come under direct attack, decide what you intend for this city to build. If the answer is workers, settlers (A high food/low shield area), or catapults (low shield/low food area- possibly taken for a luxury, etc) don’t bother with barracks. Naval production centers can also skip out. Being able to instantly upgrade a unit wherever it stands is all fine and good, but that maintenance cost can add up, and it isn’t THAT big a deal to shuffle garrison units around a bit to upgrade them. Save yourself some shields and cash- put barracks only where they’ll do some good.
Granary Halves food storage required for population growth, 60 shields to create, 1gpt maintenance
Granaries, on the other hand, are probably created too rarely. Expansionists with two good starting squares should consider building one of these right off the bat, and using their scout to assure their early safety. It may result in a slightly slower start, but within 30 turns or so, your population and settler production will be well above your non-granary equipped rivals. Granaries are best used in towns that experience rapid population FLUCTUATION – not rapid growth! If a town is going to proceed up to size 6 or 12 and then stop, never going down, a granary is a waste of time. 60 shields, particularly in the early game, is a lot to burn on something that will sit useless when a city reaches maximum size. The Pyramids are wonderful because your city starts with a granary and grows quickly- but having to build one manually means your city will probably be size 3 before it finishes- halfway to maximum non-aquaduct size! Worker and settler factories, on the other hand, benefit greatly from a granary. Depending on how strong the production in a city is, a granary can potentially double the rate at which these units are produced. Bottom line: If your opponent is seriously out-expanding or out-developing you and you can’t figure out why, there is probably a granary (sometimes even two!) at the bottom of it. I’ve even seen players with quickly built granaries out-expand people who get first and second turn free cities from goody huts.
Walls Land bombardment defense of 8, 50 percent bonus to defense, useful only to size 6, 20 shield production cost, 0 gpt maintenance
Walls are another item that is overused. It always confuses me at the end of the game when I see deep interior cities in a player’s empire – or coastal cities he/she knows I cannot reach – with walls around them. Did you need something to do for a few turns? Churn out a worker if your city is at maximum size. Build a spear and send it out on Sentry duty. Don’t waste time on walls you’ll never use! Many people like to build walls early as a safety precaution, but there is a point at which safety becomes paranoia. With a proper sentry net you should always get a turn or two of warning (at the very least) and at only 20 shields to produce, you can often rush walls if nothing else. If you’re working with a city that is certain to remain your furthest border and you have nothing else to do there that would be smart (say the city is too far out with too much corruption for major improvements) then go for the walls- otherwise, wait on these until you need them. It’s not that there is a maintenance cost involved – apparently stonework doesn’t degrade over thousands of years? – it’s just that they’re so quick, that you can throw them up quickly if need be. Don’t waste valuable development time unnecessarily. (You’ll note that I’m not belaboring the obvious point that if your city IS going to come under attack you should build walls. I’m hoping THAT is obvious- for city defense, they’re mandatory to build at some point.)
Aquaduct Allows city growth beyond 6 for cities without fresh water, 100 shields to produce, 1 gpt upkeep
The question on whether or not to build an aquaduct focuses on, oddly enough, whether or not the city is likely to come under attack. Obviously, for cities that are relatively safe, growth is good, and you should try to get the Aquaduct going around the time your city hits size 5. In most cases a city just hitting size 5 will probably finish the aquaduct midway or late into its growth of size 6, allowing it to move smoothly without being “stuck” to size 7. It is probably not a good idea to build an aquaduct in a “front line” town, however. Many people mistakenly believe that a size 7 city is just as good as a size 6 with walls- this is NOT the case. You lose the bombardment defense of 8, making catapults suddenly much more likely to hammer your city back down to size 6 – and the smaller bonus that comes with it. If for some reason you know your opponent does not favor catapults, there is more reason to build an aquaduct. (Personally, if I see cities over size 6, I always pack a few….) If you happen to own The Great Wall, your loss is even greater – the Great Wall’s bonus does not extend to size 7+ cities! In effect, a 6 size walled city that grows to 7 loses defense with the Great Wall in place!
The usual caveats:
1) This article is intended for “usual” MP games- between 2 and 3 hours, 2-5 players, elim or “classic” (Points) rules. You might use it as a guide to other situations, but it is intended for that.
2) I’m not claiming to have all the answers- feel free to speak up. Play styles differ, and obviously, I’m going to be somewhat biased towards my own.
I’m not going to use any particular spiffy organizational method this time- just talk about each one, right after another, in no particular order. Bear in mind before I begin that I am talking about the MP environment and the needs of same- meaning, you devote cities to specific purposes, you keep your maintenance costs town by not building relatively unused structures (Sure, barracks in every single town is nice, but it’s also a fast way to increase your maintenance costs for no good reason), and you keep your intentions sharply focused by staying “on task” to your goal while not wasting time with things you don’t need.
Temple Makes citizens content, 2 culture per turn, 60 Shields to create, 1gpt Maintenance
Temples are a moderately high priority item, but they aren’t absolutely essential. Temples should be built in towns that are on the borders of your empire, or in areas that are likely to experience very rapid growth and/or have little/no access to luxuries. The border expansion that temples provide can be handy for spotting incoming attacks, and if you’re planning on outlasting your foe to win on points, the land area gathered by a temple is very important. Bearing in mind the culture-size 1 city borders compared to a culture-size 2 city border, a temple gains you 8 squares- only 1 less than a brand new city! You do NOT need to build a temple if your city is inside your boundaries already (either due to ultra-close city spacing or high culture cities nearby, or possibly coastline) and/or you have a great deal of luxuries around. If you have a sentry net out, aren’t concerned about land area, and have roads to more than one or two luxuries, temples COULD possibly be skipped. Watch out for culture flips if that option is on, though.
Barracks Veteran unit production, fast unit healing, allows for upgrades, 40 Shields to create, 1gpt Maintenance
One of the more common mistakes I see is the “Build Barracks Everywhere” syndrome. You do NOT need a barracks in every town! If your town is producing workers and settlers, you do not need a barracks. If your town is producing catapults and galleys, you do not need a barracks. If your town is nowhere near the front lines and has low production, you do not need a barracks. Barracks are for (surprise) military centers. If the city in question is highly unlikely to come under direct attack, decide what you intend for this city to build. If the answer is workers, settlers (A high food/low shield area), or catapults (low shield/low food area- possibly taken for a luxury, etc) don’t bother with barracks. Naval production centers can also skip out. Being able to instantly upgrade a unit wherever it stands is all fine and good, but that maintenance cost can add up, and it isn’t THAT big a deal to shuffle garrison units around a bit to upgrade them. Save yourself some shields and cash- put barracks only where they’ll do some good.
Granary Halves food storage required for population growth, 60 shields to create, 1gpt maintenance
Granaries, on the other hand, are probably created too rarely. Expansionists with two good starting squares should consider building one of these right off the bat, and using their scout to assure their early safety. It may result in a slightly slower start, but within 30 turns or so, your population and settler production will be well above your non-granary equipped rivals. Granaries are best used in towns that experience rapid population FLUCTUATION – not rapid growth! If a town is going to proceed up to size 6 or 12 and then stop, never going down, a granary is a waste of time. 60 shields, particularly in the early game, is a lot to burn on something that will sit useless when a city reaches maximum size. The Pyramids are wonderful because your city starts with a granary and grows quickly- but having to build one manually means your city will probably be size 3 before it finishes- halfway to maximum non-aquaduct size! Worker and settler factories, on the other hand, benefit greatly from a granary. Depending on how strong the production in a city is, a granary can potentially double the rate at which these units are produced. Bottom line: If your opponent is seriously out-expanding or out-developing you and you can’t figure out why, there is probably a granary (sometimes even two!) at the bottom of it. I’ve even seen players with quickly built granaries out-expand people who get first and second turn free cities from goody huts.
Walls Land bombardment defense of 8, 50 percent bonus to defense, useful only to size 6, 20 shield production cost, 0 gpt maintenance
Walls are another item that is overused. It always confuses me at the end of the game when I see deep interior cities in a player’s empire – or coastal cities he/she knows I cannot reach – with walls around them. Did you need something to do for a few turns? Churn out a worker if your city is at maximum size. Build a spear and send it out on Sentry duty. Don’t waste time on walls you’ll never use! Many people like to build walls early as a safety precaution, but there is a point at which safety becomes paranoia. With a proper sentry net you should always get a turn or two of warning (at the very least) and at only 20 shields to produce, you can often rush walls if nothing else. If you’re working with a city that is certain to remain your furthest border and you have nothing else to do there that would be smart (say the city is too far out with too much corruption for major improvements) then go for the walls- otherwise, wait on these until you need them. It’s not that there is a maintenance cost involved – apparently stonework doesn’t degrade over thousands of years? – it’s just that they’re so quick, that you can throw them up quickly if need be. Don’t waste valuable development time unnecessarily. (You’ll note that I’m not belaboring the obvious point that if your city IS going to come under attack you should build walls. I’m hoping THAT is obvious- for city defense, they’re mandatory to build at some point.)
Aquaduct Allows city growth beyond 6 for cities without fresh water, 100 shields to produce, 1 gpt upkeep
The question on whether or not to build an aquaduct focuses on, oddly enough, whether or not the city is likely to come under attack. Obviously, for cities that are relatively safe, growth is good, and you should try to get the Aquaduct going around the time your city hits size 5. In most cases a city just hitting size 5 will probably finish the aquaduct midway or late into its growth of size 6, allowing it to move smoothly without being “stuck” to size 7. It is probably not a good idea to build an aquaduct in a “front line” town, however. Many people mistakenly believe that a size 7 city is just as good as a size 6 with walls- this is NOT the case. You lose the bombardment defense of 8, making catapults suddenly much more likely to hammer your city back down to size 6 – and the smaller bonus that comes with it. If for some reason you know your opponent does not favor catapults, there is more reason to build an aquaduct. (Personally, if I see cities over size 6, I always pack a few….) If you happen to own The Great Wall, your loss is even greater – the Great Wall’s bonus does not extend to size 7+ cities! In effect, a 6 size walled city that grows to 7 loses defense with the Great Wall in place!