Carl's Civ 5 Guide
for Civ 5 Complete, Gods & Kings, and Brave New World DLC

Civ 5: Tall vs Wide Empires

Playstyle Comparison & Tips for City Layout/Empire Management

There are two frequently mentioned terms describing playstyle and City placement in Civilization 5: Tall and Wide. This Guide will help you understand the differences between them and the benefits of playing with each layout. Civ is a game about exploring and using the land around you to create an Empire that can pursue one of the various Victory Conditions. So, while you may be inclined to play with only a few Cities, leaving large amounts of land unsettled only invites your neighbors to grab that land and use it against you.

Simple Definitions of Tall and Wide Empires

Tall: 5 or less Cities on a standard map, with plenty of land between them to allow for optimal growth. There is little to no overlap in tiles to enable Cities to work every tile within a 3-hex radius. Tradition is usually the best Policy to open with this playstyle. The Hanging Gardens Wonder is unlocked with Tradition, giving your Capital even faster growth, complimenting the strategy and giving your Capital easier use of Specialists without sacrificing growth early on.

Wide: Numerous Cities with some overlap of workable tiles. This playstyle focuses on grabbing up much land and has Cities that do not have as much population but their combined output enables quick production of Military units and comparable Scientific output with enough Happiness to allow growth. You'll be working nearly every tile around, though spamming Cities is not wise as of Brave New World. It is better to choose locations that are at least somewhat desirable. Liberty is usually the best Policy to open with, as it allows for fast expansion by increasing the rate you can produce Settlers in your Capital and the rate Workers construct Tile Improvements. The Pyramids Wonder is unlocked with Liberty, providing a pair of Workers instantly and giving you another 25% faster increase in Tile Improvement construction. Tradition is viewed as so good that people often use it even with wide play, relying on their first Cities' growth bonuses to help fuel Science and increase income. Either is a valid choice, but very few would use Liberty for Tall play.

Adapting to the Map & War
As for Tall vs Wide, there is no best - often, you'll need to strike a balance between these playstyles. This means you should never go into a game and say, "I will have 3 Cities". You should settle the good lands that offer new Luxuries if they are available, weighing whether it's worth expanding toward a neighbor and causing a diplomatic penalty from land covetry. If you have 3 Cities already, and there is large area between you and your neighbor, take that spot that has 2 new Luxuries you don't have or an area with excellent potential for growth because of numerous food resources! Strategic Resources are also important, and may be hidden in areas that seem to have little to offer aside from some Food. Technologies will reveal them and provide the City with Production bonuses later on.

In every game, you must adapt. Sometimes you will be crunched and have no intention to War, so you will work with what you have and find that is fine. I have won games with only 2 Cities, and the Venetian Civilization may only have full control over one but has the ability to win an easy Diplomatic Victory. Otherwise, if you are crunched and want more land, you will have to war with your neighbors. Scouting is the most important factor to knowing whether you will be going Tall or Wide, and whether you will be forced to fight for land. You should know what lands and Luxury Resources are available, and who your neighbors are - this is why the first thing you should always build is a Scout, often two, while your starting Warrior sweeps the perimeter around your Capital to determine your first Settlement location.

Later in the game, you may end up with more Cities through Peace Treaties or Conquest - choosing to Raze Cities is a smart move when the AI or other players have placed them in bad locations or with too much overlap to let the City Grow in Population. Knowing when to Raze and realize a City is not worth keeping even as a Puppet is wise. You may raze all the Cities around a Civ's Capital and keep that one City with the intention of Annexing it and making it a part of your Tall empire. You may also Raze and place Cities in new locations that are better suited for growth - knocking out 2 Cities to found one really good City that is better than the previous 2 combined.

Clarifying Opening Policy Choices
While myself and others will often say Tradition for Tall/Liberty for Wide, there is no one right way to play, and being flexible while adapting to changing circumstances will make you a better player. While most players would recommend Tradition/Liberty starts, you will not always hear that you should finish those immediately. Some players will take just the Settler from Liberty or get Border Expansion from Tradition then move on to getting a few Policies from Honor or Piety, with the intention of finishing the openers to get the bonus later. In regard to Tradition/Liberty you should always finish them at some point for the big bonuses they provide, while other Policies you may only want to Adopt to get a bonus or unlock a Wonder, getting only what you need out of them. Generally, it's better to pick one of these two for your start and stick with it until it is complete.

Cost Increases per City
Knowing how the game's subsystems work is very important to managing your Empire and deciding what is the best route to take. This knowledge will let you know if settling an area will pay off in the long run. The following metrics increase in cost with each City you own:
Social Policies: +10% per City, (not Puppets). This is additive, 3 extra Cities would raise Policy cost 130%.
Science: +5% Tech Cost per City
Unhappiness: +1 Unhappiness per Population, +3 per City
Roads: 1g/Road, 2g/Railroad. You'll need more of them to connect your Cities the wider your Empire.

Offsetting Cost Increases
Although costs increase, with a Wide Empire you will be able to offset a good portion of higher Science costs by simply having buildings in those Cities that increase Science and getting more from Population (Library/University). With regard to Social Policy costs, you'll have more buildings that generate flat culture (Monument, Ampitheater) and thus more slots for Great Works to generate Culture. However, you still need Great People to make them, and that is something that is easier to generate Tall - working many Specialists relies on you having enough +Food to support them while maintaining growth. Thankfully, Faith is easier to generate and Religion spreads faster with a wide empire and you can get any of these (Gold, Science, Culture) from Religion, depending on the beliefs you select.

Playing a Tall Empire in Civ 5

Tall essentially means having fewer (5 or less) Cities with little to no overlap in land. Cities are able to work up to 3 tiles away, but a tile can only be worked by one City at a time. Thus, the minimum placement you would want (exceptions aside) would be to count 7 hexes and place your City there.

Here's an example screenshot that I made, using the Ingame Editor to Cheat, just to show how Cities would be laid out for Tall play:

Tall Empire layout in Civilization 5 Brave New World
Click to Enlarge. Placing Cities so that they can work all Tiles around will give them maximum
Population growth potential. Counting 7 hexes from a City is an easy way to do this without Mods.


That placement would enable both Cities to work the 6 tiles in between them with no overlap. You can click the screenshot to get a bigger view of the spacing - there are exactly 6 hexes in between. I counted 7 hexes away and chose that as the place to put the City, based on surrounding resources. It doesn't have to be perfect - it's better to grab a couple extra workable food/resource tiles than to worry about 1-2 tiles of overlap. You don't just place them wherever you are able. Good City placement is key with Tall, so you would want fertile lands (Food resources or River/Grassland) with some tiles for Production. A City focused on Science and growth would not necessarily care about Production, but does need to be able to construct the buildings it needs to flourish. Thankfully, Farms (with Fertilizer) are eventually able to provide +2 Food even without a River or other fresh water source, and you are able to construct Lumber Mills on Forest tiles to make up for Production in areas without hills.

Playing Tall almost always means taking the Tradition Social Policies. These give powerful growth bonuses in the Capital and the next three Cities you place. It also increases border expansion by providing a free Monument (or Ampitheater if you wait to take that Policy) in those Cities.

Cities are able to expand their borders up to 5 hexes away, meaning a City with high culture can reach out to grab Luxury and Strategic Resources for your Empire, even if it cannot work the tile. So long as the tile is improved and it's within your borders, you will get the Resource.

Benefits of Playing Tall

Tall Civs List
The following Civs are good for Tall play. This list is not exhaustive. There are 43 Civs with DLC and you may find many great strategies for any of them::

Playing a Wide Empire in Civ 5

Wide is generally more than 5 Cities, with some overlap of tiles. The strength here is the sheer number of tiles you will work. This can lead to far more Production throughout the Empire and with the right buildings, Scientific output equivalent to that of a Tall Civ. By taking land quickly, you are able to secure many Strategic Resources to make a strong Military, and though Cities will not have fast build times themselves, the overall rate that you can get Military units out will be faster than Tall. They will also be working more Gold-producing tiles to support that larger military. Wide play has fallen in popularity since Brave New World and the most recent patch, but it is still a perfectly viable playstyle that can lead to victory quickly if you manage your Empire well.

Wide Empire layout in Civilization 5 Brave New World
Click to Enlarge. Rapidly Expanding can lead to conflict, but can make your Civ powerful later.
Wide play often precludes War, which will result in even more Cities for your Empire if you are the victor.


City placement is still important when playing wide in Civ 5. You want good tiles within reach while trying to minimize overlap. At one time, people would spam Cities and crunch them together, but Wide play now involves more thought. The minimum spacing of Cities is 4 tiles away, which is okay - but 5 is better for Wide these days, so that you can grow to greater heights. You must seek out new Luxuries or at least copies of those you already have, while maintaining some positive relations with other Civs in order to trade - else, you will need to do many City-State Quests and give them gifts of Gold to secure more Luxuries. Remember that the AI will gratefully take Strategic Resources that you do not require in exchange for Luxuries at a 5 to 1 ratio.

Using Avoid Growth is an important aspect of this playstyle. Some Cities are only going to be there to grab Resources and provide some gold/science. Until you have plenty of excess Happiness, you do not want these Cities to grow too much. Having a strong Capital is still crucial so that you are able to produce Wonders/National Wonders. The trouble with National Wonders is that they rise in cost the more Cities in your Empire and you must make the required building in every non-Puppet City. Timing may be important - for example you want a National College to improve your Science. You should delay placing a Settler until the building is done, else you will need another Library. If you can buy that Library immediately, great, but it may not be the wisest course since a 1 Pop city with a Library will barely help you. Instead, get the Settler where you want it and wait on that Wonder to finish.

While Wide does often mean you are rapidly expanding with Settlers, you can also start Tall and grow through conquest to have a Wide empire. Make just 2-3 Cities, rush to Composite Bowmen and Spearmen or Swordsmen and conquer your neighbors. Rather than razing Cities, you will keep 2/3 of them as Puppets and Annex the best-placed Cities (generally Capitals). As stated before, Razing and placing a City a couple hexes away is not a bad idea if you can place it better than the other player.

If you grow Wide through Warmongering, note the above about Puppets not increasing Social Policy Costs. This is important and why you should keep most as Puppets. You are not even able to check Avoid Growth, so the best means of stunting their growth is to replace Farms with Trading Posts. They are naturally inclined to work Gold-generating tiles, as they have the Gold focus checked by default. Be sure to change this when you Annex a City, and immediately build a Courthouse (or buy it) to stop the additional Unhappiness. Be sure that City can pay off Culturally, as in if you need extra slots. They will build Cultural buildings - eventually - on their own, and these can be used as well. Annexing is mainly about taking control and allowing a City to grow, more to boost the Scientific output of that City. Most Capitals are in good spots, and the AI isn't always foolish about where it places expansions, so non-capitals sometimes make good Science Cities.

Local Happiness is an important mechanic to understand with Wide play. A City cannot generate more Happiness than it has Population, so if you have a City with a Pagoda, Colosseum, and any other buildings that produce Happiness, it will only contribute an amount up to its Population. This means a 5-Pop City is not able to generate 6 Happiness, but if it does have enough buildings to do so, the next level of growth will not reduce your Happiness.

One of the major drawbacks of Wide play is Building Maintenance. You will be paying a lot for it, so it's important you have some Trading Posts around any Conquered Puppet Cities to help with your GPT. In some Cities, it's wise to skip building certain things - for example Military Academies and certain growth buildings. If a City doesn't have much Production, you probably won't care that it doesn't make great Military units, nor would you want it to grow very quickly. Growth is best in your City with the National College and Guilds, Coastal Cities to improve Trade Route income and a couple of Cities that can be dedicated to Military production.

Benefits of Playing Wide

Wide Civs List
The following Civs are at least okay at playing wide, while some will only see their true potential while playing with many Cities. This list is not exhaustive. There are 43 Civs with DLC and you may find many great strategies for any of them. Just about any Warmonger Civ can/should be played Wide, at the very least with an Empire of Puppeted Cities:

Further Reading

This site has a lot of information about the game scattered through over 100 pages. Here are some references that can help you with either playstyle.

Share your Tips for Wide/Tall Play
Use the comments form to share your gameplay tips below. Feel free to disagree with me here - this article may provoke some discussion and help other players learn about the game. I feel that things are fairly balanced between the two playstyles, and it is ultimately about how well you are able to manage your empire's Happiness and Science/Culture output.

Share Tips and FAQs (14)

Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.

Brock says...
Great guide. I'm always really nitpicky about where I place my cities and I feel that the game doesn't help because of how cluttered a standard size map becomes with city states and other Civs.

I'm playing with Poland now and trying to play Tall but I have to deal with the Iroquois and America who spawned right near me. I don't want to declare war right now before I get my Hussars and stables ready but at the same time, I feel like I'll just get overwhelmed if I don't do anything.
Admin:
While your UU does help a lot in times of war, I don't make their availability a big deal - if you have to protect your people, you've gotta work with what's available and there's nothing wrong with a good old fashioned whipping with bows, swords, and trebs/cats :)
25th March 2014 2:00am
Aidan says...
Fantastic guide as usual. Would you say that Morocco is wide or tall?
Admin:
They can function well either way, I played somewhere in-between as I had an agressive Civ nearby, so i had several puppets and an annexed capital along with my own Cities.
30th March 2014 5:46am
Mike says...
Excellent info, love the guide! When playing tall on a standard map do you reduce the AI players or CS to allow for expansion of your cities? I ask because several games I've had multiple AI capitals about 15 hexes away, which usually leaves me with 2 cities making for difficult production late game if you don't conquer those neighbor's.
Admin:
Thanks! I leave all game settings standard, since I need to try and write for what most people will experience. Sometimes, you're blocked in and need to consider if you will conquer a tough opponent. It's best to do this early-mid game before all Civs are met to avoid negative diplomatic penalties. I guess that's part of the game - do you conquer that neighbor and get more land for your Civ, or do you play peacefully and accept what you have?

When playing Tall I hate tile overlap, but need to get over it. I'd rather have 2 great cities that get to work all Tiles than even 1-2 overlapping. This can sort of limit the land you have available. Accepting that a few will overlap may give you more room to plant 3 Cities. I need to work on how anal I am about that, myself... You are able to force one City to take those tiles (Capital) by locking them, which can avoid any overlap issues if you switch the City's focus.
22nd May 2014 6:43pm
KiM says...
I think there is also an additional combination like MAUL and SPRAWL. Things like: tall and maul, or wide and sprawl. Hehehe.. Great!
26th March 2014 4:28am
Doomgekkie says...
Nice guide!
Quick question though: would you recommend Greece wide or tall?
Admin:
I'd say they are meant to control a wide puppet empire, at least somewhat in between - definitely not Tall. Otherwise, you are wasting their early Unique Units. You can start small and expand through conquest. Those puppets will help you with gold to control City-States and get those bonuses and Delegates, so long as you are smart and give the Puppets plenty of Trading Posts.
1st April 2014 1:38pm
sivfan says...
I must have a problem adapting because I always end up playing wide. I'm just too paranoid that I will miss out on some strategic resource like coal or uranium that I just end up trying to take the whole continent in fear that I will be at another civ's mercy when I need to build my factories to get the ideologies.
Playing tall seems like taking a bad bet as to if something like coal or oil will pop up when the tech is researched, while wide seems to increase the chances of having (or getting) those resources.
How would you recommend dealing with this problem playing tall? I hate trading with the PC as the terms usually seem very lopsided in their favor.
Admin:
When Tall, I get those Resources via CS Alliances or trades with peaceful Civs. One luxury for 5 of a Strategic Resource is a fair trade. They do demand more GPT of you than they'll give though, that's true.

Overall, if it's working out for you going wide, I don't see much of a reason to change - but going for 3-4 Cities with Tradition should work out well for you (at least Scientifically or Culturally) if you make sure to get your Guilds going early and send a couple of Food Trade Routes to the Capital.
9th June 2014 2:17pm
REDLOP says...
The fact that you have a wide empire could easily be the reason that AI doesn't give you a fair trade. Simply because they don't like your behaviour, expanding in what they perceive as their lands. If you start tall you could also try to conquer a city with strat resources, when they become available.
18th November 2015 5:36am
Sivfan says...
Did some research, and it appears the formula for SPs is 25+(3n)^2.01 then rounded down to the nearest integer of 5. The old formula was 25+(6n)^1.7 rounded down. The increase per city was 30% in vanilla and now seems to be 17% and about 10% after representation. Am I missing a patch? Should it be 10% without representation? It seems that BNW has made playing wide more viable since the increase was cut in half. This makes sense for balance since they introduced ideologies and would want to correct the formula to account for them.
A new city is considered to be making up the difference your civ can produce 10% of the culture/science after it is built. This gets more and more difficult as you get more and more SPs.
I also heard that the increase in costs is affected by map size. The bigger the map, the less increase while the smaller the map the greater the increase. Game speed also affects costs and cost increases but I think you covered that in you setup guilde.
Admin:
The game states that it's 10% per City when you hover over Culture in the game interface. Representation is reducing THAT amount by 33%, so 6.66% increase per City. It says the 5% for Science when hovering, as well.
21st June 2014 8:41pm
Sivfan says...
I checked it with IGE, the increase is consistently 16.66% for each city and about 11% with representation. That's why I'm wondering if I'm missing a patch or if this just an oversight.
25th June 2014 10:51pm
Carl says...
I wondered why when I did the formula you shared I was coming up with costs of 105 for the third Policy, when it's 60. I did some snooping and find here:

http://forums.civfanatics.com/showthread.php?t=507088

The actual formula is 25 + (3 * (n - 1))^2.01.

You just plug the policy number you'll be working on adopting. If you've adopted 3, you'll put 4 there, subtract the 1. So It makes a big difference in the math missing that -1. I say that for anyone who reads it later, since you obviously know the order of operations.

Doing IGE testing I got the first 6 policy costs for 1, 2, and 3 Cities:

1C 2C 3C
25 25 30 - makes sense as it's rounded down
30 35 40
60 65 70
105 115 125
170 185 205
255 280 305
355 390 425

So at least on BNW version 1.0.3.144 it is working as intended and increasing policy costs by a flat 10% per City. It is more noticeable with higher Policy costs because of the rounding.

You are right that it's a bigger challenge to overcome the cost of many Cities the higher your Policy count. We are limited in our ability to both operate Guilds and increase Culture through Great Works. The main reasons wide play is less preferable in BNW are Happiness first, Culture second, with Science being a distant third. It's easy to make up for the 5% increase in Tech costs, but not if you can't grow. The 10% Culture increase per City isn't a big deal, but having a lot more +3 base Unhappiness from Cities (2 with City Connection/Liberty) limits the amount of population you can have in any given City. It's possible to overcome and have a truly happy society, but only later in the game when your Ideology kicks in and you've got lots of Cities with +Happiness buildings from the Ideology. Naturally, the number of unique Resources around is a factor, but generally you are limited in the amount you'll find in a given area. If playing Wide, I'll use avoid growth to keep most of my Population in the City with the National College to overcome increased Science costs and allow for full operation of Guilds. The expansions can grow when there is excess happiness and later bloom with Ideology. Of course, with wide, it's also easier to operate Religion because you have more pressure working from your own Cities.. it all depends on the Terrain available on a map :)
26th June 2014 10:29am
sivfan says...
The "n" in the formula is how many SPs you already have, I should have clarified. I think I'm missing something here (prolly a rounding error), I may have been comparing the wrong numbers but when you list it out in a table like that it makes thing much clearer, thanks.
26th June 2014 6:52pm
Lightbearer says...
How do you feel about the Inca? I usually play them as a mix beweeg tall and wide; plenty of cities, wonderwhoring in capital and second/third city, and placing cities at naturally easy-to-defend locations as, well, 'super-citadels/walls", so for example mountain pass or coastline.
(PS: I mainly play on highlands labyrinth)
6th December 2015 6:51am
Lightbearer says...
*mix between
6th December 2015 6:52am
Barton says...
Inca is a special civ when discussing about Tall or Wide.
The UA&UI sync much better with going wide because 1) liberty suffers a lot gold-wise, 2) Masonry-consturction-metal casting is recommended as an early tech path for liberty.
However, Inca has a hill bias, which means there is a much big chance that Inca can build city next to a mountain. So there is a significant science/turn boost for Inca if progressing to Renaissance through Astronomy(observatory), which is a typical Tradition tech path.

Overall, I would say going wide is a safe choice, but try Tall when you're able to leverage the early game advantage (tech-wise) in Tradition and a Tall Inca empire can keep this momentum until later game(unlike the common tradition game).
16th May 2016 3:00am
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