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No. 37627
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Now, I wanna keep writing my Civ advice posts to help the people who are playing out a bit~
If you wanna know why I'm so far ahead, well, the Civil Service slingshot certainly helped, but you know, having FIVE CITIES also helps~ I have six workers, too! That helps, because my cities are all working improved tiles, despite being at large sizes~!
If you look at the river valley around my capital, you see no less than ten flood plains cottages~ Each of these tiles produces at minimum 2 commerce and 3 food (for a +1 food surplus for each tile worked), with the commerce growing the longer the cities work them~ Of course, flood plains also cause unhealthiness, so my capital already has an aqueduct to help offset this, wahahahahaha~
Note that I actually started 1 tile west of where my capital rests, I chose to move east, to settle on the ivory, because I wanted a 2h city tile and a camp isn't a very strong tile to work TBH (I think it would be 1 food, 3 hammers, 1 commerce?). Well, that's not a terrible tile, equal to a mined grassland hill, but it's not all that great, so I didn't think I lost much by settling there~ As luck would have it, that move added a plains cow to my capital that it would not have gotten if I settled in place, and even though that desert hill will never be a very strong tile, I think I cam out ahead by moving~ Moving also saved 3 flood plains for another city, my SW city~
One strategy that I often do that I haven't seen you guys doing is "doubling up" my workers. What I mean by this is assigning 2 or more workers to the same task at once to complete the job in half the time~! For example, if it takes one worker 4 turns to build a pasture, two workers can complete the job in 2 turns. Incidentally, at normal speed, two workers can build a road in a single turn and you can use it in that very same turn, which has some interesting applications, wahahaha~
My civ of choice was Inca. The terrace is a combined monument and granary, basically~ A granary that produces 2 culture~ This means that my first build in every single city is a terrace, because it both pops borders and helps the city grow and slave faster~!
It's a tight build, but I'm making good use of it~ Those pigs were worked by the capital for a while, but once it got going with multiple flood plains I swapped it to the northern city, which is currently my main military producer (and where I built the Oracle)~ This allowed me to swap the pigs tile to the north to the coastal city up there, making it grow very very fast with clams + pigs~ That coastal city may eventually become a GP farm, but maybe not, it depends on if I want to convert Pericles' capital to one or not~
Oh, yes, and I intend to declare war on Pericles soon~ I'll have my workers build roads through the forests and jungles on my "war path," and have my units move up there, so on the turn I declare war, all of my units can move directly onto the tile adjacent to his northern city~ He'll only have 1 turn to react and I expect the city will fall quickly (I'll probably raze it, it's not a very well-placed city, but it will deny him copper if I do this~!) If I raze this city, I can place a city two tiles to the west that will claim that copper, a flood plains, and two spices, and free up the wheat for his capital, which I may make a GP farm~ I AM philosophical, after all, great people are my lifeblood (you notice how I managed to pop a Great Scientist on the same turn I slingshotted civil service into Bureaucracy~? Ran 2 scientists in the capital while it was happy-capped, and built workers~). My capital produces almost 100 science at a 100% rate (around 99.5)~! Considering my empire-wide commerce output is only 131, that's a strong strong strong city (well, with 8 flood plains, 2 food and a gold it'd have to be)!
Tight empire management, extensive scouting, and early expansion are the factors I think are most contributing to the strength of my position right now~
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