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Een vertaalprobleem melden
So 4 cities would have 2 holy sites, 2 campus, 2 theater squares, 2 industrial zones, and 2 or more commercial hubs/ harbors depending on map type.
10 cities would have 5 of each together.
If i can get more districts because of population, i would do so.
Capital would probably have 1 of each, because of early wonders and great people points.
- Industrial Zone
- Harbor
- Water Park / Entertainment Complex
- Campus
- Commercial Hub
- Encampment
In pretty much every city, more or less in that order of priority.
I virtually never build Theater Squares, but I tend to end up with a few pre-built in the cities I conquer.
For reference, my games lately have naturally been oriented towards Renaissance/Industrial Era warmongering. I feel like the game naturally pushes towards Renaissance/Industrial Era warmongering unless the player specifically resists in favor of some other victory goal, but maybe that's just me.
Someday I might try a cultural / wonderspam game that would require more Theaters.
Not sure what else would be worth even bothering with.
Campus obviously gets placed multiple times as well, since you need to be able to build the newest stuff almost everytime, be it units to potentially defend yourself or things like dams or aqueducts to help your cities grow.
And industrial zones gets build a few times as well, especially in the strong cities to benefit from electricity, if there's no dam spot available. usually 1-2 theatre spots as well though, when i'm not focusing on it right from the start
And the rest, mostly encampments and amenity-districts, i'll mostly build only when i need to. Holy sites obviously just, when i want to go for a religion and at best just 1-2, if i get some very strong heroes early on.
Rather depends on your playstyle. If you want to do early wars, then you've to obviously beeline units and especially siege units.
But if you're focusing more on the economy and production output of your civ, then it happens very easy to get behind with your units compared to your opponents defensive strength and then you're pretty much doomed to wait for bombards, maybe even artillery and balloons to get the advantage back again as an attacker.
Assuming that we're on lower difficulty and trying for balance, moving up the tech tree is both more important early in the game, and, unlike the monument as a source of culture, there is no cheap alternative way of making research points -- so campuses should rank pretty high in your build order.
Gold is important at all stages of the game, so commercial hubs and harbors also tend to rank high in deciding what districts to build early. I think it is a design flaw in the game that gold is both too powerful, buys too much too easily, and becomes too easy to acquire in great quantities by the late middle game at the latest.
In particular, the AI will sell you great works for way too little later in the game, unless you have really aggrieved them, and unless you are about to win a culture victory. The result of the ability to buy great works is that it isn't as useful, much less needful, to start generating the great people points that theater squares give you, as it is to start generating early great people points in science, commerce, and engineering. Those great people give you bonuses that can't be traded, for gold or anything else, while the only bonuses theater square great people confer can be bought later on if need be.
The result of this ability to compensate for the lack of early culture points with monuments and to compensate for the lack of early great works by purchasing them for gold later, is that theater squares don't tend to get the high priority in a balanced strategy that you might think, given the importance of moving up the civics tree. That said, at lower difficulty there is less competition from districts other than campuses and the two gold generators. Once you have learned the game's mechanics, you can win, playing as any civ/leader, without ever building a single holy site, encampment, or entertainment complex. Of course a player should build these less vital districts sometimes even on lower difficulty, to experiment and see what lesser benefits they confer, but in most games, you will prioritize theater squares as core, compared to these peripheral districts.
I like industrial l zones myself, but I believe the more common approach is to build them only as spaced far enough apart that the factory and power plant areas of effect don't overlap. I think this misses out on what is arguably the greater value of the zones, the fact that great engineers are arguably the most useful great people in the game.
As you dial up the difficulty level, you can less and less afford to follow a pet one-size-fits-all prioritization of district builds. You have to follow more closely what your map tells you is the most efficient way forward, because if you dawdle, the AI bonuses will mean that you will never claw your way to the top. By "map" I mean both the physical geography,but much more importantly the political geography, and the most important aspect of that is what civ/leader you are playing. For example, you absolutely have to prioritize holy sites if your civ/leader's kit is religion oriented, and even if it isn't, you often can no longer afford to bypass some of the wonderful combos that a high faith income can provide quite aside from working toward a religious victory.
The thing about theater squares, as opposed to other districts that many civ/leaders will force you to prioritize more on higher difficulty, I can't think of anyone but Eleanor off the top of my head whose kit makes early theater squares more of a priority. Even there, your map won't very often give you an opportunity to do her unique culture flip on enemy cities at all early in the game, because civs tend to be spaced out apart from one another at first. The closer your theater squares are to your target enemy city the better, so building a square in your capital is not going to give you that theater-square-as-great- work-warehouse effect you want in your cities close to your target. You might still build squares early in your core cities for great person points, it's just that building them on your frontier gives you a twofer, great person points plus the warehouse effect. It will often turn out to be better strategy with Eleanor to give higher priority in core cities to make the gold you will use later to buy great works and theater square buildings on your frontiers, and/or to build the industrial zones to give you the wonder-builder great engineers to make the many wonders that can be used as great work warehouses, and/or early holy sites to get you the belief Jesuit Education to let you buy theater square buildings with faith.
The point in the Eleanor example is that the particular way to best exploit her uniques rests heavily on the particular map you find yourself on. The wider point is that theater squares, even for Eleanor but much more for other civ/leaders, tend to not have a very predictable, one-size-fits-all-maps value in the early game that would give them a predictable place in district prioritization. After the early game, of course, all set priorities go out the window, because enough of the map is now known, and too many decision points have already passed, for you to do anything but be guided by those things rather than any general principles.
Encampments are not needed at lower difficulty, either for defense or for the promotion and great general benefits, because you as a human player can succeed at conquest against the AI without them.
At higher difficulty these benefits may be more needful, but you also have to be more ruthless in prioritizing what you build. You don't have the luxury of going for nice-to-haves because you're too busy acquiring got-to-haves. The events that would lead you to want encampments and their benefits on Deity are threatened extinction events, and what you have to build then are units, now, not after you have built an encampment.
The result is that I have never identified a sweet spot that maybe exists somewhere between Prince where you don't need them, and Deity where you can't afford them. Maybe if you really want a wonder that requires one, as you say, or maybe if you want a eureka or to store more strategics, but those are pretty much lower difficulty luxuries.
What leaders and what specific units have you done early warfare with? And what was it like?
I found the biggest problem with early warfare being the dependency on resources like Iron and/or Horses along with the narrow window to:
1) Beeline the right technologies.
2) Have the right resources in your borders.
3) Have neighbors that are close enough to attack (without mountains/oceans in the way) and at a great enough technological/strategic disadvantage that it would make sense to do so.
4) Execute the wars in such a way that you don't fall too far behind the rest of the world since tech development in this game seems faster than ever.
This is why I prioritize Encampments last, it's just sooo precarious to wage war without a strong economy and established research system. The Medieval Era is the earliest that I have succeeded in waging meaningful warfare.
Maybe things would be a bit different playing as Russia with their tech catch-up, but I haven't tried that.
This is such a great point, and I agree. This was my exact experience with never building any Theater Squares while still maintaining adequate Civic progression. Makes me think this system might be worth revamping.
Workers can chop to produce, make city improvements and help build quick population with a conquered city, chop the wonders i want, etc. I can spam settlers with no pop loss from wherever I put my govenor with the "no pop loss for settler".
Fast expansion to gobble up Nat wonders , resources and territory. When it comes down tot he end game, you pretty much need 12+ cities minimum, imo.
I always play a random leader, so i never go into a new game with a specific plan and if i want to do an early war obviously depends on my surroundings. If the AI is too far away, then i will just concentrate on getting my settler production running, even when i'm a warmongering civ, while i might go to war with any other civ as well, if i see an opportunity to take some early civs, even with civs, which doesn't benefit from a war or which unique units aren't early ones.
And so far i've 3 stages of beelining:
- The first one is to just pump out 2-3 warriors and 4-6 archers. That can be easily done with any civ and is already strong enough to take cities without walls and minimal protection from units (for example when they attacked you, but lost most of their units in the process and are now open for an attack)
- If they still have tons of units or start ot have walls, but not very much city strength, then going with archers/crossbows might still be sufficient to win a war. Having either swordmen as tanks for the cities or horsemen to run into the city from a save space can still be sufficient enough, so it's not necessary to have both present at the same time early on in my experience, at least as long as you can still tear down walls fast enough
- And if the walls start to get too big, then obviously going for catapults is a necessity. But here as well you're still somewhat flexible by either using swordmen or horsemen, as long as you're good at using your ranged units properly.
And yeah, obviously always just wage war, if you don't fall behind. But that can be said about any building order and is more about experience and reading the map than just having a checklist to work with. Sometimes it's not possible to attack a city due to the terrain or sometimes they're too far away or already too strong or whatever, but i can't tell you for every single possiblity, what you've to do, since then i'll propably need to hand you a book about such situations^^
Though keep in mind, that i mostly just play against the AI, so in a fight against humans there might be some differences in how to approach an early war.