
Originally Posted by
LittleFuzzy
I've started playing. Haven't found my finances as unmanagable as the rest of you seem to. I had to struggle by the industrial era for the first one, but I was playing on an archipelago map and the city sites were crap. 2nd and 3rd games were fine and 4th isn't proving to be a problem either. Plus some games that got abandoned early, before I got out of the BCs, for various reasons. Might be a difficulty issue, I've only been playing on Prince. If a road can connect to the capital by a harbor, I do that rather than build a road to it, unless I know I've got the finances in proper shape, usually determined by the time I've discovered banking. I do build railroads eventually, but it's not a high priority, partly because I was never entirely sure that production bonus Tim refers to actually kicked in, I didn't see a difference in a few test cases and it is not consistently mentioned in the documentation making me think it was a changed late in development.
I do try to specialize my cities *though everyone ends up getting science-improving structures, the market enhancers, and the workshop* but I'm not certain I do that great a job at it. Except for the second game where my second city was able to effectively go between the Tigris and Euphrates in a Large, small continents map, and had an unbelievable number of flood plain tiles to build trading posts on. I don't let my cities grow too large, I mostly stop their growth at six to eight population until the 20th century with maybe one well-situation city growing *often not the capital, oddly enough* I always emphasize commercial wonders *Chichen Itza, Angkor Wat, Collosus* and largely ignore the military ones and keep my army just a bit smaller than the others around me, relying on my ability to outmaneuver the AI if attacked and attrit them down. I also find it necessary, in tight situations *needing to get every last erg of production, or a city is starving, or I need to pump income* to micromanage what citizens are working on. The AI's priority list is a bit too simple *and actually appears to have gotten a bit worse in the patch* it focuses on maximizing on getting the most output from a tile and then on maximizing whatever its focus actually is. It will invariable choose two tiles producing two food, one production, and one gold over a tile producing four food and one producing 3 production, when you tell it to focus on production, for instance. Except now it doesn't try as hard to keep the city from going into starvation. I can't always improve on its selection for what I want to focus on, but I often can, and it gets easier the larger the city is. In particular, I'm better at avoiding growth than the AI is.
Happiness can be a problem, I rely on trading other luxury resources and sometimes strategic resources for luxuries from other empires, because I can rarely manage to pick up happiness-making wonders, and it's looking like trading may be harder with this new patch, the AIs are again relunctant to do anything for you, even if it benefits them, unless you are fairly equal. If you're larger they'll cut off their nose to spite their face, and if you're weaker then. . . well why trade for what you can just demand. Fuckers. One possible reason I've managed to keep my income fairly steady has been that I usually only had to build 1-3 coloseums and almost never had to build later happiness improvements, and that may change with this patch.
As I said earlier, I do make an effort to specialize. Only one or two cities will bother with military improvements unless I find myself needing to back a very large military for some reason, and they'll build all my units. I don't build happiness improvements unless I really need them. Cultural improvements only get built to provide minimum expansion, generally 1-3 culture for a city, and I'll rely on occasional gold purchases and wonders like Angor Wat and the Hagia Sopia to keep the cities competitive. I'm loving trying out the Egyptians, because their special temple costs no maintenance and also provides 2 happiness. Granaries and gardens almost never get built, if a city can't see reasonable growth without them then it's not a good choice for a city location in the first place. Buildings that increase general production or building-production like the workshop and windmill always get built since they're crucial to building banks, universities, stock exchanges, and public schools in cities. Seaports only get built if the city really needs the extra production, or has more than one water-resource tile which can be worked.
I have not tried a major military game yet, and am not sure I'm going to, it's not a style I particularly care for. I am going to try a small empire culture focus sometime, and it will have some skewed priorities compared to what I normally do. I've won two time victories *not very satisfactory, but either could have easily been a domination victory if I'd really cared to try* and one diplomacy victory. I LOVE liberating conquered civilizations and city-states. I haven't managed to come within spitting distance of a science victory yet, I'm having trouble climbing up the tech tree fast enough past mid-Rennaissance and haven't yet figured out what's slowing me down. I need to get the tech early enough so I can produce the parts, which means I also need some decent production cities and not just one or two strong ones. And without being distracted by having to fight late-game wars.