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Shr3dZ
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Only cities with a fresh water source, me thinks...
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WackenOpenAir
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Cities with low corruption and fresh water.
fresh water to allow them to actually grow large.
Low corruption so that the lux slider keeps happiness up without needing significantly higher % than the smaller cities.
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Shr3dZ
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I hardly ever build more than a half dozen granaries, just in my key cities. But up until a couple weeks ago Id never built even one granary so what do I know.
I just think that after you finish REXing that its more beneficial to build up the temples/libraries/marketplaces rather than help those smaller cities rush to a city size 6 (by building a granary) just to wait there for me to finish those 3 things before they get an aqueduct.
Usually I get a chance to think once my cities are close to size 12, maybe then I should buy more granaries while they wait for sanitation...
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gunkulator
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quote: Originally posted by WackenOpenAir
Cities with low corruption and fresh water.
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There's also a case to be made for cities with high courruption. The only thing they can produce is food so you might as well take advantage of any high food surplus with a granary for a worker pump.
If the city has a 5 food surplus, you can pay 32 gold and pump out a worker every 2 turns. If there's only 4 food surplus, you pay 28 gold for a 3 turn worker pump.
The ideal time to buy that granary is around the time of railroad, when you simply can't get enough workers.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:21
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I've gone a different route from you, Nathan. I try to establish a worker pump city early on and just leave it pumping, and use the workers created from that city to handle just about all pop growth above size 7 (in core cities - conquered lands are typically over-irrigated until I can go and fix it, so those cities may grow on their own a bit after I've starved them down).
I don't always have an idea worker pump. To me, this is a city that can hit +5 food, but for whatever reason isn't a powerhouse production center and is also not the capital. The reason being, of course, that I find it difficult to leave a prime core city pumping workers for practically the entire game (until RRs, usually, when I can get some semi-corrupt conquered towns to do it instead). In that case, I too will build granaries in a bunch of core cities.
-Arrian
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Modo44
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in western Poland
Jul 2004 time: 06:21
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quote: Originally posted by Arrian
The reason being, of course, that I find it difficult to leave a prime core city pumping workers for practically the entire game (until RRs, usually, when I can get some semi-corrupt conquered towns to do it instead). In that case, I too will build granaries in a bunch of core cities.
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There's a way. Play militaristic and go get those slaves early. 2 per city could do, but you don't have to pay them, so take as many as you can. Start wars by capturing as many Workers and Settlers as possible, even delaying the beginning a turn or two, to get a better "catch". For example let a couple Settler teams into your territory before attacking, or wait until they start developing land in your attack path. And, since you will not REX as much preparing for war, the slaves/cities ratio can be extremely high for quite some time (until you make big conquests, to be exact).
I'm just in the middle ages with a 36-city Roman empire and almost completely developed land. Building forts and planting tundra forests now, as most mountain mines are long done. Did I mention that the empire had a peak of five native workers, of which all have now joined cities? Right now I counted "only" 53 slaves, because some were lost during the many wars. However, there was a time with 14 cities (of them, 5 were conquered), 35 slaves and 2 native workers (the first one was free, the second one an accident ). Worker pump? Phew. 
Back on topic of Granaries. I build those in all cities with fresh water, period. Other cities get them only when they are designated Settler/Worker pumps. In general, the cities with Granaries are set to grow to size 12 ASAP (heavy use of luxury slider accouted for) or to pump Settlers/Workers. The cities without Granaries usually do units and only the cheaper infrastructure improvements, until the others are developed enough to start on units thmeselves. At this time the small cities build Aqueduct, then Granary, because the emptying of the food box at size 7 usually allows to finish the Granary just in time to fill it by hitting size 8.
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Modo44
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in western Poland
Jul 2004 time: 06:21
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Yes, but if you add only 2-4 per city and have good culture, they will usually assimilate fast enough. The tricky part, in my opinion, is having that many slaves. This is rare.
Just remembered another use for Granaries. Build them in conquered cities you are trying to keep without starving them down. The increased growth will soon make the foreigners a minority, thus greatly reducing the risk of a flip.
Last edited by Modo44 on 28-10-2004 at 22:12
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