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However, you should build 3 cities as soon as you can. Reason: More cities mean more buildings which means faster era score. (Since if you go 1 over the cap it doesn't actually matter as much as it is just -10 influence which can be negated by the Mountains and Main plaza influence civic)
Better to have multiple cities so more can be produced.
You also get more influence with additional cities. Both from the flat increase from buildings, but also population gives influence and you will grow more people across many cities than trying to grow them in 1 city.
One other thing since we are at it, when barbarian are creating a city, is there a difference between conquering it and building a new city or getting it with influence even if it take more turns? Also, is there a way to destroy the city or should I relocate using influence (i think? or maybe it's just with an outpost, i dont remember)
For independent tribes, attack their town and win the combat make the town your own, it's faster but you need the firepower. You can't get them with influence but with briding (gold and/or influence points) and then assimilate them. The second method doesn't need military power, the brutal method can allow go faster than an AI going either attack the independent or assimilate them.
In both case it seems not change what you get at final.
Same goes for Districts, Infrastructures, or any combination.
Oh snap, did not know about that. Is that just something I overlooked or how does that work?
On that note, if an independent city spawns and you immediately attack it that turn or after, it won't have any garrison yet and you will automatically just claim it without any battle.
Than later I add on outposts etc, not normally more than 2 each sometimes just 1 depending on map type and how much land and influence I have to spend.
2.More internal buildings like bank ,library etc
3. more pop
I think what the OP is addressing though is that cities have the one queue and you can't have one city working on districts while its barracks produce and train soldiers or its factories produce armour units in tandem. 'WH40K Gladius' does this and I wonder why more games don't do it this way.
Still in my last start I used that 2 town approach, well with many outpost already build. You can take some risk by building outpost not joint to your first town and other outposts, the idea is start an outpost base further than first town. Well I need use this more to see how it works in general, I was probably a bit lucky, between two AIs, both military, had almost the two towns separated. I destroyed an outpost of an AIs later occupied by an independent. And blocked the second AIs to let enough space for second town but it was short and involving a bit of aggressiveness so win some combats.
It's like first town, once more, I started town in a coastal territory but it's looking like a very bad idea for outpost builds cost. I mean that I have many troubles with start and need certainly improve many aspects, and two towns faster could be one of those points, and avoid coast perhaps another of those points.
Other than science the industry surplus isn't spend just by adding anything to the queue but is used during the end turn phase.
Shared projects seem to work a bit differently. And clearing ruins, well, seems only worth before the arrival of Settlers.