reddishrecue
Some dude on civfans
- Joined
- Nov 16, 2009
- Messages
- 6,213
Micromanaging really is worth it. It really is.
For example, it is much better to work a stone (2 food 1 hammer) early on than on a sugar (2 food 2 gold) b/c you get 5 turn scout instead of 7 and same growth at 8 turns.
One might think then, that there would be lots of compelling examples! Do you disagree with any of the math from this post?Micromanaging citizens is worth it...
Let's try to estimate just how much you might get. Let's say for example your capital is size 41 at the end of the game, gaining 1 hammer (plain tile) the first 10 times it grows, 2 hammers (hill) the next 10 times, then 3 (mine), then 4 (chemistry mine).
That's (1+2+3+4)*10 = 100 hammers in your capital.
Then you might have three size 17 cities, gaining an additional (1+2+3+4)*4*3=120.
That's 220 hammers but my estimates could be modest. It's not huge, perhaps in the region of a 0.5%-2% overall production boost. But bare in mind that it can also mean completing key buildings one turn earlier giving their benefits for an extra turn.
Yes, that is the conventional wisdom. But the CW has turned 180 degrees before!...an overwhelming majority of the community agrees.
I do wish I enjoyed it. Your observation about empires being smaller in V as compared to IV and III is quite valid. Also I feel like tile yields and the buffs from improvements are significantly less than what we had from before. But does that result in making micro more or less important?And microing is also part of the fun in civ games, throughout the series I remember being the most significant component of the game, and especially in civ 5 since the emphasis is on smaller empires you can really get into it a lot because you don't have too many cities.
yes because ai prioritizes gold over hammers a lot. for example, it is much better to work a stone (2 food 1 hammer) early on than on a sugar (2 food 2 gold) b/c you get 5 turn scout instead of 7 and same growth at 8 turns. (standard)
Your example assumes the city wasn't founded on a hill. If it *was* founded on a hill, I believe the scout gets built in 5 turns whether you work stone or sugar. In that case, obviously, working the sugar is better.
BTW, I'm not saying that micromanagement isn't worth it. Far from it. But the optimal choice for a city isn't as simple as Production > gold. (Also, this is a great example showing how incredibly advantageous it is to found your cities on hills... especially your capital. I'll happily spend 1 or even 2 turns moving my initial settler around so I can settle on a hill.)
You're aware of production overflow right ? That while both take 5 turns one still has more production for the next thing.
microing tiles is so important, you can get +4 hammers alot of turns where you wouldnt have, which early is like 100% production bonus in some cities, it can snowball your cities alot faster than you normally could
So you actually gain free hammers if you switch to working as many hammer tiles as possible, with one turn into finishing a project in this situation? With Egypt you can theoretically get 65% bonus for ancient and classical era wonders. And with a forge you can get 30% for some units if you add another modifier from Stable, ToA or Warrior Code. Would this thing be worth doing?You get 25 regardless of what comes next.
So you actually gain free hammers if you switch to working as many hammer tiles as possible, with one turn into finishing a project in this situation? With Egypt you can theoretically get 65% bonus for ancient and classical era wonders. And with a forge you can get 30% for some units if you add another modifier from Stable, ToA or Warrior Code. Would this thing be worth doing?