'x' is the number of districts in the city. 'y' is the cost of the district. I wonder how the formula came out.
I've been playing the game since its launch. However, I am still not sure how should I build cities.
How many Maker's Quarters should I build? Should I build the common's quarter in the middle of districts or maximize the adjacency bonus?
Every single district increases the cost of the next district exponentially. Potential output from adjacency bonuses fluctuates by infrastructures and the terrains that prevent the construction of the districts(mountains, lakes).
I tried to find the optimized strategy but I gave up. My brain's not a computer and there are too many variables.
So now I just build emblematic quarters, harbors, artisan's quarter, and spam military units, conquer neighbors, and attatch their territories with districts they built for me to my city. Some hamlets are more than enough to build afterward. I think it's way more effective than building districts by myself. Even if it isn't, at least it's less stressful, free from all those expense-revenue calculations.
But still, I do wanna find good strategies for city building on the other hand. Could I take some advice from other Humankind players? What's your strategy?
I don't think there's a way to build cities and I'd suggest to go with whatever you like, even if it is not efficient, if it gives you more fun. Just lower the difficulty settings if it isn't working well enough.
That said, I can give you some information about my habits:
I tend to favor small cities of 2 to 4 territories, bigger ones being notably too much impaired by the district scaling cost.
I don't create many districts early on, trying to get the most influence possible (the first town gets generally a MQ or FQ, depending on the yields, but then I rarely build any early)
I buy what I can through influence before attaching, getting fishing early when playing on water maps, especially with the Phoenicians
I attach only what's needed to get the stars or if I fear a neighbour is coming to get the place
I like to create food heavy outposts as city centers
but create 2/18 outposts to attached without remorse, they give an early boost to production that is palpable
I almost always construct EQ, partly because I tend to focus a lot on culture (going Liberty every game)
I forgo garrison
I try to buy my stability and avoid CQ
I tend to buy production, then food through trade, then what's left, mostly starting with copper and horses
When placing CQ, I tend to remedy a lack of stability and the need to get it soon is felt sharper than any long term planning. +10 makes me already happy. I try to plan a bit for later and end up building around them once I make some
I focus on some key infrastructures: animal barns and forges do more for a city than many districts with enough trade
I tend to place nature reserves, because I like them, despite their lack of interest
I the last two eras, I more or less only build science districts (a lot) and key infrastructure.
hamlets tend to be not so good, I do like the 4 slots though
All of that coming from someone who:
mostly plays on huge map
endless speed
10 players
humankind difficulty
not a warmonger at all
solo play mostly
not a great player, efficiency wise
I tend to go collectivism, world, liberty, progress all my games
I tend to avoid focusing on production, finding it a bit meh (I don't play Egypt, Khmer, and so on) and even made a no MQ run once (won with 28K, having however used the Carthaginians EQ)
I like to keep pollution down
I don't like the „full Coruscant“
Fun before fame
First era:
focus on food -> it gives influence and can help fill the population slots in cities, giving more than it seems
then influence for land grabbing, helpful civics
then production (one or two production heavy outposts outweight creating MQ)
then gold
then science, as I need time to get the stars and don't want to get stuck with extra wasted science
Middle game:
Mostly adaptative
Production might come in as the default choice when there's a tie
Money runs can work
Mixed runs, not building MQ but bumping workers through infrastructure can be enough against the AI.
Late Game:
Science is all you need
Investing in production seems no longer worth it
It's a bit of a micmac response, I hope it can still give you some light on my take. I'm pretty sure more seasoned and efficient players will pinpoint the flaws in my ways.
In my first ever Humankind campaign I was determined to build as many districts as possible to cover the whole map. Then I realized at the end of the campaign majority of resources your empire generates, whether it's Food, Industry, Gold, Science, Influence etc. comes from technology/infrastructures, civics and ideology axes (Collectivism/Individualism for Industry or Money, World for Food, Liberty for Influence and Progress for Science). Eventually, districts end up contributing a minor share of the total output. I still build some of basic districts, painstakingly trying to maximise adjacency bonuses and terrain yields but they are never a priority.
These are some habits of mine I tend to stick to in every game when it comes to city planning. They have worked so far for me:
I prioritize placing outpost locations for maximum utilization of rivers. The more river tiles around the Main Plaza/Administrative Centre the better it's and I never build anything on river tiles later to keep exploiting simultaneously both food and industry.
When placing outpost I prefer more Industry output over Food.
I try to have as many cities (usually 2 or 3 over current city cap) and as many outposts attached to each city (usually 3-4 in earlier eras and 7-8 in later eras) as possible to maximise production.
In Medieval Era I always build all Hamlets, again on locations that can maximise exploiting river tiles.
Wonders are placed exactly like Hamlets since they can also exploit surrounding tiles.
I always plan district construction in triangles in order to benefit from maximum adjacency bonuses and I stick to the plan no matter how tempting or urgent it seems to put that certain district right away; if I have to built another district before building the latter to keep them in triangles I wait and stick to the plan! (Haussmann would be jealous. :))) )
My first priority at the beginning of each era is to build and get done with all the Emblematic Quarters.
While deciding where to build what district I follow terrain type. I don't build Market or Research Quarters on forest or rocky field tiles, for instance.
Commercial centres goes to tiles next to harbours and naturally while placing harbours I don't take the suggested location which maximises food exploitation but I rather place them where they can have more adjacent tiles (coves are great for this. If you plan to take harbour based cultures you can create some insanely prolific synergies. An example: https://www.games2gether.com/amplitude-studios/humankind/forums/168-general/threads/48460-this-is-why-swahili-is-the-best-merchant-culture?page=1#post-354113).
While even choosing a resource deposit on which to build a lux manufactory I check for maximum adjacency potential. If a deposit is surrounded by forest or prairie and the other has dry grass around it I certainly build lux manufactory on the latter one in order to surround it with Market Quarter's later.
I never ever build Farmer's Quarters, especially in early game. In Contemporary Era I may build 3 of them in order to benefit from certain infrastructures.
I rarely build Common's Quarters or Garrisons. Stability is not an issue if you have access to resources whether through direct control or trade. Again, in last Era I may build a few of these if I need to build certain infrastructures that require 3 or more of these quarters to be build in a city.
In later game I usually build more Research and Market Quarters.
My rule of thumb to decide whether I need to build more quarters goes like this:
I should be able to research the most expensive tech of current era within 1-2 turns after mid-game and onward, especially in last era. If there are no infrastructures, civic choices or access to resources available to increase my science output to get me to this point I build Research Quarters until I can at least come close to researching anything within 2 turns.
If construction of certain quarters takes 2 or more turns then it means either I don't have a strong industry yet or I have enough of those quarters already built in my city. If former is the case then I build Maker's Quarters, if it's the latter one, I hold building any more of that quarter. In any point of the game I should be able to build any generic quarters in 1 turn max.
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