Well i guess my point mainly was, 1-2 quicker pop cos of the cheaper granaries cannot make up for other traits benefits alone
I also struggle seeing how that beats CHA i.e. so you would trade stronger units for cheaper granaries? Hmm..
Extra happy >>> extra health as well.
Missing happy cap can make certain maps much more difficult, it's even questionable if the cheaper granaries help you much in this case.
Rating Exp above Cha would not cross my mind too.
Yep, I forgot two things: (1) Charismatic has an innate +1
, in addition to the Monument happiness; (2) Charismatic units may be stronger, but more importantly (for me) their units heal 25% faster, and secure March fairly quickly.
I also forgot Spiritual in my original list.
So, again for me:
- Philosophical/Industrious
- Expansive/Charismatic
- Financial/Creative
- Spiritual
- Organized
- Imperialistic
- Aggressive/Protective
----
I know what you're saying and by the numbers it's absolutely correct. However, I'm talking with the default 5
cap. When whipping, you'll grow into 4
very quickly with 2 food resources. Fast enough that the granary makes very minor gains and since I won't want to grow unhappy and lose 2
to that
citizen, the granary is nearly unnecessary. Without overflow, growing from 3 citizens to 4 takes 3 turns without a granary but you'll almost always see a decent amount of overflow when whipping so it could be more like 2 turns growing into the 4
cap. Like I said, once happy cap grows (or if I'm sharing the food resources with another city), the granary becomes more important to me. It isn't optimal by the numbers but those
might be needed elsewhere. If they aren't, I'll build a granary. It's not like I forgo it on purpose!
Once a Granary is built, 1
= 2
, and the ratio is even better when whipping with small cities (at size 2/3/4 etc.). A food heavy site will run into happiness problems, but your second and third cities will generally be set up to share its food. This, combined with carefully managed Worker/Settler builds to maximize OF, justify Granary builds. E.g. in a food rich site:
Worker: whip 2 pop @size 4, 29/60H.
Settler: whip 2 pop @size 4, 69/100H.
Settler: whip 3 pop @size 6, 39/100H.
^^^ all generate more than 30H of overflow, which will go back into early units/buildings/wonders.
I have to start playing a few games with IND leaders to flex that muscle and see how it suits me. Up till now, IND gains were minimal as the difficulty levels allow for constructing wonders without it. But as I move up to Immortal, IND may become much more necessary to get early wonders without bonus resources.
The other big advantage of Industrious is that the +50% hammers boost is a huge economic boost when you fail wonders.
If, for example, you put 30
of overflow into Stonehenge, this will generate 45
when an AI builds the wonder. That may sound insignificant, but the gold comes at a point in the game when you cannot build Wealth or Research, and the economy is getting hard hit by early expansion.
Now, imagine that at about 500 BC you have Aesthetics. A city with a Forge, Organized Religion, Marble, and an Industrious leader, gets a 200% boost to all hammers invested in a wonder. So 1
= 3
. Or one Forest chop = 90
. This, coupled with early access to the best wonders, makes it very easy to win Liberalism.