OK, it looks like we have some time to discuss some bigger picture strategy things right now, with the turn pace moving slowly and our opening micro already planned out. Let's discuss how we want to use our starting three cities. As usual in Civ4, specialization is the name of the game.
![[Image: RBPB33-15s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-15s.jpg)
The biggest issue is going to be expansion. You may have heard this, but settlers are very expensive in Industrial starts. They are very, VERY expensive under these settings: to the tune of costing 332 shields apiece.
That's 28 turns at our best rate right now, in our capital with Bureaucracy civic and a free Engineer specialist. Umm, don't ask how long it would take in our other cities, heh. In fact, they're so expensive that whipping and chopping aren't particularly helpful either. A forest chop is worth 37.5 shields in a non-Bureaucracy city, and 52.5 shields in a Bureaucracy capital. Even if we chopped all 5 forests at our upcoming iron city, that would still only get us 187.5 shields - about half of ONE settler! (Note: we actually might want to do some variation of this, as that city will have enough production to build a half cost settler down the road.)
Trying to use Slavery civic doesn't really work either. Outside of a Bureaucracy capital, each population point is worth the same 37.5 shields towards a settler, so you would need to whip NINE pop for a settler (!!!) Not too likely. A Bureaucracy capital gets the same 52.5 shields per pop, so that drops them down to a mere 7 pop whip apiece. That's equally silly, as whipping from size 14 down to size 7 would clearly be counterproductive. It would take way too long to regrow that lost population back again for the ledger to come out in the black. Imperialistic does significantly better here, essentially turning any normal city into a Bureaucracy capital (but settlers still too expensive to be worth much whipping at that 7 pop mark) and a Bureaucracy capital into whips/chops worth 67.5 shields apiece. Still, even in this case, settlers still cost 5 forest chops or a 5 pop whip. You might be able to chop out one settler before all the forests are gone, and whipping might be doable, if just barely. I dunno. It still feels barely viable though.
What we really need is the ability to BUILD settlers, not whip them to completion or chop them out. Both the whip and the chop are phenomenal tools, but they are both geared toward the early game in Civ4. We are in the lategame here, and the rules can be very different. What we need is production, overwhelming amounts of it, so that we can out-expand our neighbors. That means we need workshops and watermills all over the place, as well as enough population to work them. We also absolutely need the Bureaucracy +50% bonus to production to get settlers finished in anything approaching a normal time span. I was thinking that we might change civics to Nationhood for 5 turns to get some drafted rifles out at some point soon. Now I'm thinking that's a mistake - we absolutely need to be in Bureaucracy civic, as it's the only way to get those settlers out at a decent rate in the early game.
Here's what that might look like:
![[Image: RBPB33-16s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-16s.jpg)
With gold, incense, and Representation civic we can reach 11 happy faces in the capital. Religion gets us to 12 happiness, and a very cheap Spiritual temple can get us to 13. I drew in what our capital could look like at size 11, producing 47 shields/turn for what is effectively a 7 turn settler (it comes up just short at 329 shields). We would probably chop the tundra forest to knock this down to 6 turns along with some minor overflow from the previous build. We should be able to reach this population level and lay down all these tile improvements by roughly T270, with our workers going overtime in Serfdom civic and the capital on a strict all-food diet. (We can get +11 food/turn with the pigs/crabs/floodplains, although that will unfortunately drop down to +8 food/turn if we work the gold and incense, which we almost certainly want to do.) In other words, the first 10 turns are all about laying the cities down, connecting them, and hooking up resources. Then the next 10 turns will be focused on heavy growth and watermilling/workshopping everything around the capital and second city. (We will be neglecting the third city to do this, but that's by design - it will be on specialist/Great Person duty and won't need a lot of improved tiles.)
When we're about to build a settler, we may also want to flip into Caste System for 5 turns to help the capital build it faster. This would also synergize well with our desire to produce a Great Scientist out of the third city, after the capital produces the initial Great Engineer. The real explosion in production will happen after we tech Steam Power and build a levee, however. The capital has no fewer than seven tiles on a river; here's what it looks like with a levee and in Caste System:
![[Image: RBPB33-17s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-17s.jpg)
Oh yeah.
Now that is a delicious capital city. If we grew this to size 12 and stole away the floodplains tile, the capital could turn out 5 turn settlers. Now that's some distance away, but not crazily far away down the horizon. Doable by T280 or so, perhaps? I have the feeling that we're going to grow the capital to the happy cap, and then keep it there churning out settlers in Bureaucracy civic for quite a while.
![[Image: RBPB33-18s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-18s.jpg)
Of course, if the capital is on settler duty and we don't want to draft (since it would mean giving up Bureaucracy civic), then the second city will need to handle military stuff. Fortunately, it's going to go in a powerful location that should be able to do exactly that. The wheat and sheep tiles combine for +9 food, and from there we simply grow onto a ton of watermills, workshops, and mines. Build a barracks, don't bother with libraries/banks or any of that econ stuff, and keep cranking out the units to defend our settler push. Hopefully this will be the Holy City for our religion, allowing us to get some easy missionaries as well for the other cities. If not, we can work around that too.
Then there's the poor third city... This spot has pretty good land as well, but in the early game we'll be neglecting this in favor of the other two cities, largely because the capital will be stealing away all of the good tiles that these spots share to fuel our drive for MOAR SETTLERS. That allows the third city to get its library done and then work as many Scientist specialists as we can afford. We'll be running a lot of Pacifism and (eventually) Caste System civics, so that should get us a Great Scientist to lightbulb a good chunk of Scientific Method at a pretty good rate. By the time that's done, we'll probably be ready for this city to take over working the actual tiles; I don't think we have a strong demand for a third Great Person (another Scientist would lightbulb Physics, and an Artist would only give us a little over 1000 beakers towards Communism - probably not worth it). I haven't tried to simulate what this city would look like, since it would basically be the deer tile, maybe the floodplains farm some of the time, and then a bunch of Scientist specialists. We want a library here ASAP so that we can work Scientists even when not in Caste System civic.
Anyway, that's my general plan for the early game. I like the division of cities into settlers / military / Great People, it seems to make sense to me. Scooter, what are your thoughts about this kind of setup? What am I missing or overlooking here?
![[Image: RBPB33-15s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-15s.jpg)
The biggest issue is going to be expansion. You may have heard this, but settlers are very expensive in Industrial starts. They are very, VERY expensive under these settings: to the tune of costing 332 shields apiece.
That's 28 turns at our best rate right now, in our capital with Bureaucracy civic and a free Engineer specialist. Umm, don't ask how long it would take in our other cities, heh. In fact, they're so expensive that whipping and chopping aren't particularly helpful either. A forest chop is worth 37.5 shields in a non-Bureaucracy city, and 52.5 shields in a Bureaucracy capital. Even if we chopped all 5 forests at our upcoming iron city, that would still only get us 187.5 shields - about half of ONE settler! (Note: we actually might want to do some variation of this, as that city will have enough production to build a half cost settler down the road.) Trying to use Slavery civic doesn't really work either. Outside of a Bureaucracy capital, each population point is worth the same 37.5 shields towards a settler, so you would need to whip NINE pop for a settler (!!!) Not too likely. A Bureaucracy capital gets the same 52.5 shields per pop, so that drops them down to a mere 7 pop whip apiece. That's equally silly, as whipping from size 14 down to size 7 would clearly be counterproductive. It would take way too long to regrow that lost population back again for the ledger to come out in the black. Imperialistic does significantly better here, essentially turning any normal city into a Bureaucracy capital (but settlers still too expensive to be worth much whipping at that 7 pop mark) and a Bureaucracy capital into whips/chops worth 67.5 shields apiece. Still, even in this case, settlers still cost 5 forest chops or a 5 pop whip. You might be able to chop out one settler before all the forests are gone, and whipping might be doable, if just barely. I dunno. It still feels barely viable though.
What we really need is the ability to BUILD settlers, not whip them to completion or chop them out. Both the whip and the chop are phenomenal tools, but they are both geared toward the early game in Civ4. We are in the lategame here, and the rules can be very different. What we need is production, overwhelming amounts of it, so that we can out-expand our neighbors. That means we need workshops and watermills all over the place, as well as enough population to work them. We also absolutely need the Bureaucracy +50% bonus to production to get settlers finished in anything approaching a normal time span. I was thinking that we might change civics to Nationhood for 5 turns to get some drafted rifles out at some point soon. Now I'm thinking that's a mistake - we absolutely need to be in Bureaucracy civic, as it's the only way to get those settlers out at a decent rate in the early game.
Here's what that might look like:
![[Image: RBPB33-16s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-16s.jpg)
With gold, incense, and Representation civic we can reach 11 happy faces in the capital. Religion gets us to 12 happiness, and a very cheap Spiritual temple can get us to 13. I drew in what our capital could look like at size 11, producing 47 shields/turn for what is effectively a 7 turn settler (it comes up just short at 329 shields). We would probably chop the tundra forest to knock this down to 6 turns along with some minor overflow from the previous build. We should be able to reach this population level and lay down all these tile improvements by roughly T270, with our workers going overtime in Serfdom civic and the capital on a strict all-food diet. (We can get +11 food/turn with the pigs/crabs/floodplains, although that will unfortunately drop down to +8 food/turn if we work the gold and incense, which we almost certainly want to do.) In other words, the first 10 turns are all about laying the cities down, connecting them, and hooking up resources. Then the next 10 turns will be focused on heavy growth and watermilling/workshopping everything around the capital and second city. (We will be neglecting the third city to do this, but that's by design - it will be on specialist/Great Person duty and won't need a lot of improved tiles.)
When we're about to build a settler, we may also want to flip into Caste System for 5 turns to help the capital build it faster. This would also synergize well with our desire to produce a Great Scientist out of the third city, after the capital produces the initial Great Engineer. The real explosion in production will happen after we tech Steam Power and build a levee, however. The capital has no fewer than seven tiles on a river; here's what it looks like with a levee and in Caste System:
![[Image: RBPB33-17s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-17s.jpg)
Oh yeah.
![[Image: RBPB33-18s.jpg]](http://dl.dropbox.com/u/19563179/PB33/RBPB33-18s.jpg)
Of course, if the capital is on settler duty and we don't want to draft (since it would mean giving up Bureaucracy civic), then the second city will need to handle military stuff. Fortunately, it's going to go in a powerful location that should be able to do exactly that. The wheat and sheep tiles combine for +9 food, and from there we simply grow onto a ton of watermills, workshops, and mines. Build a barracks, don't bother with libraries/banks or any of that econ stuff, and keep cranking out the units to defend our settler push. Hopefully this will be the Holy City for our religion, allowing us to get some easy missionaries as well for the other cities. If not, we can work around that too.
Then there's the poor third city... This spot has pretty good land as well, but in the early game we'll be neglecting this in favor of the other two cities, largely because the capital will be stealing away all of the good tiles that these spots share to fuel our drive for MOAR SETTLERS. That allows the third city to get its library done and then work as many Scientist specialists as we can afford. We'll be running a lot of Pacifism and (eventually) Caste System civics, so that should get us a Great Scientist to lightbulb a good chunk of Scientific Method at a pretty good rate. By the time that's done, we'll probably be ready for this city to take over working the actual tiles; I don't think we have a strong demand for a third Great Person (another Scientist would lightbulb Physics, and an Artist would only give us a little over 1000 beakers towards Communism - probably not worth it). I haven't tried to simulate what this city would look like, since it would basically be the deer tile, maybe the floodplains farm some of the time, and then a bunch of Scientist specialists. We want a library here ASAP so that we can work Scientists even when not in Caste System civic.
Anyway, that's my general plan for the early game. I like the division of cities into settlers / military / Great People, it seems to make sense to me. Scooter, what are your thoughts about this kind of setup? What am I missing or overlooking here?

. I'm simply still on the fence about that. I definitely wouldn't want to draft the capital at all for the reasons you described, but before it grows big enough to go onto settler duty, there might be a 5-turn window we could sneak in a few drafts from the other two cities, especially because I suspect we may struggle to keep pace on tile improvements for those two cities since the capital will be the priority.
The whole idea is to have enough food to support that location's specialists without having to borrow the pigs or floodplains from the capital. So we'll definitely want farms on the two grassland tiles south of the lake, which would get the city to +6 food (with deer) and enough to support three specialists. Perhaps cap the city at size 6 working the deer, two grassland farms, and 3 Scientist specialists?