I learned that it is always good to classify cities at the beginning, and build the most effective buildings suiting their purpose, maximizing your yield in the shortest possible time.
(1) Military Center
Required: 1-2 in early games, then slowly increase
Population: as high as possible.
To build: If for infantry - only barrack, if for cavalry - only stable. Advanced troop type is the first priority. Then, appropriate temples that gives unit bonuses, and blacksmith, armourer, etc.
Governer: Anybody who has a high influence to reduce the need of large garrison is great. However, some might pick up some anger traits if the temple worship violent Gods (like Mars of the Brutii).
Popular sites: Carthage city, Rome, or former capitals of your enemy.
(2) Capital
Required: 1. Actually capitals are also often used to train units, while they can be shipped to military centers to upgrade their valour, weapon, armor, etc.
Population: > 6000
To build: Focus on academy-type building for the young family members to grow up with. Then just go for economics.
Governer: Similar as (1).
(3) Profitable cities
Required: anything not (1) & (2)
Population: no restriction, but preferrably < 6000 for low garrison
To build: trades, roades, etc. Start from the buildings that can be finished fast. Always build the health buildings & farm last or ignore farm when the city growth rate is high (like > 4%).
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Note: Enslavement + extermination is such a useful tools to manipulate town population. You can quickly boost a city to 24,000 to finish the advanced government building, then let it revolt and exterminate it back to 6000. Now the city growth rate is just about the same as the unit production cost (in large unit size). You don't need so many garrison - and you will be able to build the best unit by contructing appropriate barrcks/stables.If you don't want to be so cruel you can settle for 12,000 and don't let it revolt. But you will need an influential governer and perhaps an arena.
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