Empiremaker
Human Fish
Diviner said:you should not build granaries at all in the early period of the game.
What? Sometimes Granaries are the best 1st build. Still, doubling growth is amazing, especially in a Settler/Worker factory.
Diviner said:you should not build granaries at all in the early period of the game.
What? Sometimes Granaries are the best 1st build. Still, doubling growth is amazing, especially in a Settler/Worker factory.
oh i should have been posted misunderstandable way. well the correct word is not at all, but almost never. i also build granary as 1st in my capital, but then no more grannies for a time.
granaries are little useful unless you have aqueduct.
i think production is more important in the early stage as your cities are highly corrupt (despotism) so you won't gain that much with that some more popheads, but an unhappy citizen which needs to take care of
if one likes to whip maybe granaries are helpful to regain population,
eventually luxury slider can't be set to like 50%...
i'm saying that pyramids is an overrated wonder in my opinion, wasteful to build with extremely high cost (400 shields!)
To decide if a granary is useful, determine what increases growth (measured in surplus food per turn, or sfpt) the most: a granary, or a settler?
A settler increases growth by the amount of surplus food the next city-site can grant.
The granary doubles growth of the city you are building it.
If the current city produces 5 sfpt, a granary is worth 5 sfpt! And since it costs 60 shields, that is 12 shields per sfpt.
If the current city produces 4 sfpt, a granary is worth 15 shields per sfpt.
If the current city produces 3 sfpt, a granary is worth 20 shields per sfpt.
If the current city produces 2 sfpt, a granary is worth 30 shields per sfpt.
If the future city-site grants 2 sfpt, a settler is worth 15 shields per sfpt.
If the future city-site grants 3 sfpt, a settler is worth 10 shields per sfpt.
If the future city-site grants 4 sfpt, a settler is worth 7.5 shields per sfpt.
If the future city-site grants 5 sfpt, a settler is worth 6 shields per sfpt.
So as you can see if the future city can output 2 sfpt, a granary in the current city is only worth it if the current city already has 5 sfpt, and is almost equal if its has 4 sfpt. (the granary will also cost maintenance, and the city will also add shield and commerce output, in addition to unit support, with 4 sfpt a settler is still a better choice.)
If future city sites have more than 2 sfpt, even a 5 sfpt doesn't justify a granary, and a settler should be build instead, until all hight food sites are settled.
At the start of REX, in a food poor starting location (only 2 sfpt locations),
but with a lot of room to expand to (say large or huge map), a granary first will shorten the production cycle of many settlers to come, even if it will delay the production of the first or first few settlers.
So the real value of the granary (at least for REX) must depend on the number of settlers that will be built in the city.
Anyway, we are getting off-topic for this thread...
Theory of Evolution: IA Techs are worth a lot and getting two for free is simply a must have.
United Nations: Not so much a wonder than a victory condition. Often saves me the hassle of conquering that other continent.
ToA helps in early wars... Worse than worst, it expires with Monotheism
JSBach and Sistine all the way!!
never in anything ToA costs 500, usually built by the time you arrive to the middle ages, so expansion is over. expires very soon.ToA helps...
the interesting question is which one is more powerful?