Settler and Worker Production
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1/7/2007 6:51 PM


Sword of Doom...

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Most of you are probably aware, but for some of the new players, this can be very helpful.

In CivIV, your food production is added to your "hammers" to build settlers and workers. While building these units, it sometimes helps to check your city screen as there may be changes you can make to your citizen distribution to build those units sooner.

For example, in a recent game, I had a very high growth city. When I first selected the settler unit to build, the following was my city screen:

The distribution of citizens above is a decent mix of food and production in the early stages of city growth. It allows for decent growth with enough production to pump out some units.

But, when building settlers and workers, food becomes more important. "hammers" are still used in settler/worker production, but sometimes you can make enough of a gain in food that you can cut production time by relocating citizens.

See below (from the same turn) the difference it makes relocating two citizens to a higher food tile:

This is a full 2 turn advantage from the previous setting. This could be the difference between beating your opponents to a prime city location or being left out in the cold (or on the tundra).

When you are through building the settlers/workers, you would either leave the settings the same for massive growth, or switch back to a more mixed setting as in the first picture.

This kind of change isn't always possible, but should be taken advantage of when the opportunity presents itself.

1/8/2007 7:57 AM


Game slut

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Good tip mongoose!
1/8/2007 8:56 PM


Elite Pathogen

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That is a good tip.  I always noticed it but I never put it together that I should mix up the citizens. 
1/10/2007 2:41 PM


Veteran Warlord

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11/18/2008 8:48 AM


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Yep, it's a very good tip.

In early game, I've always micromanage my Civ from changing the tiles being used in city based on what is being produced by the city to worker's tile improvement. Sometimes I halt a city's growth by making it build as many hammers as possible for several turns to produce faster. Other time I am willing to drop all research to 0% for 2-3 turns for extra cash to support my war.

That can help in whether you'll have the "edge" to win the game in the long run, if done right. At least for me.
9/26/2007 5:53 PM
Settler

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10/3/2007 8:18 PM


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you should note as well that this will provide you with 4 more "coins" as well which will help your research and income...
9/26/2007 7:38 PM


EVERYBODY PANIC!!!

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I almost always tell ALL of my cities to emphasize production.
9/27/2007 10:45 AM


Veteran Warlord

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Yup.  I often will put my #2 city ASAP in a place that has 3-4 high-food yield special resources (a peninsula with a whole mess of seafood, for example), let it get up to size 3 or 4, and turn it into a settler/worker factory.

I'm just sad they took away the "add worker to population" feature from Civ II

DD

9/28/2007 3:38 AM


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Well, the settler and worker factories cannot be applied in Civ4 simply because the build mechanics changed. I used to micromanage some cities so I could build a settler in 4 turns in Civ3 but I don't think it's any use in Civ4.

About workers: In civ3 you need at least one worker per city. In civ4 I can do with less than that. Maybe 1 worker to 2 cities is already enough and this is a good thing.

9/28/2007 10:50 AM


Veteran Warlord

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Sure, the build mechanics for Civ 4 changed ... but to the players (possible) advantage.  By adding excess food to shields, you can potentially crank out a worker or settler much faster in a smallish (size 4-5) city.

As set in the example above by mongoose, you can swap out a 2-hammer/1-food tile with a five-food tile, and get a lot more production out of it.  If you have a size four city, with two fish, pigs and sheep on grassland, you are cranking out 23 build units/turn when you add your city square.  That'll build two workers in five turns.

Or am I misunderstanding your concern?

DD

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