If you look closely you will notice that the city swapped to using more forest tiles.
Remember that city earlier? This is the same city set to production focus: It is possible to manually select a different focus such as Growth or Production. A conquered city that was not annexed but puppeted (=no control over what it builds, but it is part of your empire) will always have a gold focus. Citizen management Focusīy default the City AI of all founded cities tries to make a balanced choice (labeled “Default Focus”) between Growth, Production and Gold. Grey icons can be worked but currently are not.
The green icon represents a tile being worked. If it has 10 it can work up to 10 surrounding tiles. If you city has only 3 inhabitants it will only use 3 of all available tiles. For each inhabitant in a city one tile can be worked. Now these tiles or “hexes” only provide income to the city when “worked”. The maximum range of a city will always be 3 rows of surrounding tiles, resulting in a total of 36 “hexes” available. In this example the borders expanded to the Horses. Border growth usually crawls toward useful tiles. When your borders grow, more options become available to your city. The city can use this territory to provide it with the resources it needs food, production and gold. When a city is constructed you will notice colored borders around it. This is a talent tree system that provides you with bonusses.
On an empire level your culture will contribute to unlocking social policies. A city will, for example, require 50 culture for it to expand its borders. On the city level it contributes to border growth. Culture:Ĭulture serves a dual purpose in Civilization V. Gold generating buildings such as the market, bank and stock exchange have no gold cost. The temple, university and workshop even cost 2 gold per turn. Most buildings cost 1 or more gold per turn. From this income the maintenance cost of your military forces, roads and buildings are deducted. Instead the income of all cities is added to the gold income of your empire. Gold is not directly used by the city itself. At 35 hammers per turn it will take 3 turns to complete. At 5 hammers per turn it will take 15 turns to construct a baracks. For example constructing a baracks will cost 75 hammers. The production of a city determines how long it takes to construct buildings and units in your city. When the growth buffer is empty the city will decrease in size. When there is a food shortage this growth buffer will decline. Therefore more excess to food means faster growth. Growing from city size 7 to 8 will require 77 food. The excess food production will result in the city growing. From the total food income of a city a portion is subtracted for being eaten by its citizens. Basic resourcesįirst we have to understand the basic resources used in Civilization V. Since each DLC add additional strategic mechanics it is recommended for new players to wait with playing Brave New World. The information in this guide, The basics, is aimed at new players and can be used in Sid Meier’s Civilization V including the Gods and Kings DLC and the Brave New World DLC. You might wonder why new cities take so long to grow, or why buildings take so long to construct. Gameplayinside helps you out with the Civilization V Guide series.
Welcome to the first Civilization V Guide!