jdmillard wrote:I was particularly referring to the "city unrest" notification. It makes it sound like the city will revolt and you will lose control of it, when it's really not that bid a deal. Should it be fixed? Yes. But it's not like you lose if you don't take care of it next turn.
True, that had me worried the first time I saw it too!
boulugre wrote:This might not be true at the very beginning of the game as spreading too much cities result in medium size cities that will struggle to build the later era buildings and units. Actually I have not figured out yet what was the most efficient balance between growing tall and growing large, especially at the begining of the game. I don't know if the AI tactic is the best and should be copied or if better growth strategy would work.
The key things are to build fewer buildings - i.e. specialise and have fewer, large cities... and to only work high-yield tiles - so have more cities to capture enough special squares, mountains and grassland plains.
Basically if you're building factories or laboratories in more than one city in the early game, you have too many cities (all the scientists should be in one city ideally next to an observatory, and that city might not produce anything else). Food and minerals might come from 2 or even 3 cities early on as you usually only have a few good tiles next to each. So you might have a couple of refining arrays and cultivation things, but not one in every city until later on. Workers depend on how big your army needs to be, you may have 1, 2 or 3 cities churning out units with as many workers as your mineral supply can handle. There can be overlap e.g. a food/worker city, a minerals/food/worker city as they grow and the new tiles aren't productive in that first specialisation. Workers and scientists should almost always be in different cities though (barring a couple of workers to build buildings if you don't have enough cash to rush them). So you want to build as few of each production building as possible by having fewer, specialised cities, letting you build more units or research more tech instead.
On the other hand if you're working 2-yield tiles in the early game (or worse, 1-yield!) you don't have enough cities (or they're not in the right place). A new city next to some mountains or grassland would free up pop back in your capital for something more useful - science or production - instead of mining on plains or farming hills.
The exact number of cities is really dependent on the terrain, sometimes 2 is good for a while (one with observatory, one with mountains, both with a bit of food). Sometimes I feel like I need 4 straight away if there are xenite flowers to grab and poor food in the other cities - (one mountains, one observatory, one xenite flowers, one food) but 4 is a bit of a stretch to defend and not a good idea if the Ascension are anywhere nearby.