Civ 5 international games production


















But I digress Your starting military unit should make expanding circles or arcs, depending on the geography around your first city. The idea here is to find the sites for your next cities. In your capital, build a Scout. The only reason you might not want a Scout is if you are pretty sure you're not going to get any ruins with it early - you're on a tiny island, for instance.

Second, build a military unit. You're going to need a unit to defend your borders. You might not want to do this if your initial unit explored quickly and is back home, but if they're taking their sweet time and there are barbarians about, you're going to need another fighter. Third, build a Worker. The Worker should hang out within a turn of either the unit you created or the city itself. Focus on connecting your "special" tiles, starting with luxury resources.

From here it kind of depends on what the situation is. I like to start building a Settler fairly early if I found a good site for another city, but I will also put a few turns of production on something else or make another military unit, etc if I'm close to getting another population in the capital.

The Settler should go with the Worker and at least one military unit to found a second city as soon as possible. After the Settler I'll tend to produce another Worker to replace the capital's worker and perhaps another military unit depending on the level of hostility around. If the map is very large and there are a lot of ruins to gather, another Scout may be worth it. Your tech and social focus also starts to come into play from here on out, and that will determine what units and buildings you're going to focus on in the next 50 turns or so.

The general reasoning is that early military units are more or less useless - you're unlikely to get to the point where having 2 versus 3 Warriors is the difference between winning and losing. However, having a Worker, protected, at your capital, and an early second city with a second Worker are both very, very big deals.

You can get a pretty good head start this way. My early game decisions are usually based on a few conditions: victory goal, nearby resources, map type, and my civilization. Scout : I generally build a scout early on maps with large landmasses where the competition for the early ruins are higher. I would also tend to build scouts on islands maps if I was playing as Polynesia. Worker : These can be vital to build early if your city is in an area with low food values or low production.

Their importance is also dependent on the type of luxury resources and my early game goals. Settler : Depending on if I'm going for a tall or wide empire I may build a settler. If there is an ideal location nearby, I require a new city to stop an AI's expansion into a prized area or I need access to the coast I rank settlers higher.

Monument : Depending on the social policy monuments might be worth the early investment. Shrine : If I have a pressing reason to grab an early pantheon belief I may rush early shrines. For example, if my city is built on a tundra or has numerous coastal resources it can be wise to rush the corresponding pantheon beliefs. Military Units : If I find myself adjacent to aggressive civilizations or I'm playing on higher difficulties I will prioritize keeping military units near my city.

This also helps protect any early workers from barbarians. Fishing Boats : I very rarely rush these since they are not reusable and are relatively expensive. However, getting extra food early enables you to work more tiles which can be very important. It can be a huge detriment to lose them in the early game. The early technologies you get also can change your starting priorities. If you have nearby resources that require mining then it can push back the time frame you can possibly build shrines or monuments.

Obviously, there are wonders and social policies to keep in mind. If I plan to grab the pyramids early I would focus less on getting workers. If I plan to get the free monument from Tradition I will most likely avoid building a monument.

Boom three cities and a growing empire. At this point, if I want a religion I would go Shrine and Stonehenge. Scout - you want to get exploring ASAP to work out your terrain and find those ruins. Monument - you want to get that culture going so you can start ticking through the social policies. Without this they go extremely slowly.

Stealing a worker from a city state at the start of the game is a good idea if you're not going Liberty and can do it, but you can't do it until the City State actually builds a worker, and you need to do it before that City State is under the protection of another Civ.

So it needs good timing. Don't steal workers from a City State once it's under protection or you'll get some negative diplomatic influence with all Civs. A few people have mentioned getting their free Monument from the Legalism social policy. Remember that this gives you a free culture building , not a free Monument.

If you already have a Monument in your Capital when you pick this up you get a free Amphitheater instead once you've discovered them , which is much more useful. It is updated as each civilization has its turn, which can give you an idea of who is contributing and how much. That includes you; by looking at the percentage before your next turn starts and after, you can see how much of the total percentage you are contributing to the completion.

Civilization Wiki Explore. Civilization VI. All Games. Explore Wikis Community Central. Register Don't have an account? International Games Civ5. For example, if a city has 40 PP potential, it will produce 10 Gold or Science per turn.

Conversion is an alternate way of occupying your city with something, if you can't think of anything else useful you can build right then. Or, of course, you're desperate for some cash, or if your tech progress is turtle-speed.

Be aware that the extreme inefficiency of the conversion means that, in most cases, it is more worthwhile to spend your hammers on something else. Managing Production is one of the most important parts of the game. Without production potential, a city will take forever to build even the most basic stuff a Granary , for example. If you don't want this to happen, think ahead of time.

First, you have to keep in mind that each city has its individual features, affecting Production , and if you want to maximize its potential, you'll need to manage each city individually. Next, you need to familiarize yourself with all game details described above, which affect Production. You can't expect a city to produce stuff fast if you haven't assigned any Citizens to work tiles with production potential.

Of course, you can use the automatic manager, setting it to concentrate on Production , but that won't help much if the city doesn't have any sources of Production to start with.

So, start planning for that from the very start - from choosing a place to settle your city. When doing this, think - you'll need some ways to boost production, if you don't want your city to just be a territory-enhancer. Try to settle it in an area with at least one or two hills nearby those are the most ready Production enhancers , or with resources which will add to Production. Regardless, you won't be able to always make cities with lots of Production potential - sometimes getting access to other resources from the land is more important.

Now, you'll find out in the course of the game that you don't need all of your cities to be production-monsters. In the civilization, you build either buildings that will enhance your stats both in this particular city and empire-wise , or you build units and armies. Since the first is related to individual city development, and the second - not it doesn't matter at all mostly where exactly units are created, as long as they ARE created , you can develop the following strategy:.

Select of your cities and maximize their Production potential assign Citizens in tiles with Production , construct the Production -enhancing buildings. One of them should be coastal, for shipbuilding. Build the special buildings for unit training Barracks , Armory , Military Academy. Then train all your military or civilian units there - they'll get experience up-front, and they'll free the rest of your cities exclusively for constructing buildings for local enhancements.

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