Lord Emsworth
Emperor
This is in part a response to Elear, but also something I'd like to simply bring up in general.
I have been thinking a bit about scoring during a milk run and come up with a method that would allow to assign real values to city sites or clusters and so allow comparison between city sites and clusters. It isn't anything earthshattering, radically new or something.
By and large you just count food in order to figure out how many laborers and specialists and certain city spot could support, add the territory score and put that in relation to the number of dom limit tiles the site eats up.
For an ideal all grassland city without any foodbonuses that would mean:
There are 21 tiles overall.
20 of those yield 4 food => 80 Food
The City center yields another 2 (I'll just assume non-agri)
So overall such a city yields 82 Food.
40 of those go towards 20 happy laborers (I'll just assume they are all happy)
=> 20 x 2 (the score of a happy laborere) = 40
The remaining 42 food go towards 21 specialists
=> 21 x 1 = 21
In addition to the score from the population of the city there is also the territory score to consider. And 21 tiles territory simply mean a score of 21.
Adding all these up the happy laborers, specialists and territory score means that the absolute score potential of such a city is 40 + 21 + 21 = 82
But more meaningful is to put that score potential into relation to the amount of tiles such a city takes away from the dom limit. And of course this is the same here as the number of tiles that count towards territory, i.e. 21. So, the score potential needs to be divided by the number of dom limit tiles that are eaten up:
82 / 21 ≈ 3.9 (average max. score per dom limit tile)
Doing the same calculation for a similar all plains city (62 food) assigns such a city a value of
(40 + 11 + 21) / 21 ≈ 3.43
OK, that is not entirely unexpected. It get more interesting when Sea tiles are factored in. As it turned out in some thread around here (thanks esp. to Chamnix and EMan) those sea tiles do not count towards territory score, but they can still yield the score for housing a happy laborer. They also don't count towards the dom limit.
A city on a one tile island, where there are 8 coast and 12 sea tiles within the fat cross of the city would yield 42 food which can go towards 20 laborers and one specialist. There are also 9 tiles which count towards the territory score. Which all means that the absolute score potential of such a city isn't all that high and adding everything up nets merely 40 + 1 + 9 = 50 points such a city could score (on Chieftain, from turn 1 to 540).
But when putting that into relation to the the very few tiles such a city takes away from the dom limit it turn out that the relative value of such a city is much higher that that of even a maxed out, all grassland city:
(40 + 1 + 9) / 9 ≈ 5.56
Some "real world" examples:
Light Grey (77 food max):
(40 + 18.5 + 21) ≈ 3.79
Dark Grey (50 food max):
(40 + 5 + 14) / 14 ≈ 4.2
Light Grey (41 food):
(40 + 0.5 + 14) / 14 ≈ 3.9 (!)
Dark Grey (58 food):
(40 + 9 + 21) / 21 ≈ 3.33
(Leaving aside that the two cities' cultural borders would connect)
Elear said:That's true. Could you point me towards a resource that explains what is "good placement" in the milking phase?
I have been thinking a bit about scoring during a milk run and come up with a method that would allow to assign real values to city sites or clusters and so allow comparison between city sites and clusters. It isn't anything earthshattering, radically new or something.
By and large you just count food in order to figure out how many laborers and specialists and certain city spot could support, add the territory score and put that in relation to the number of dom limit tiles the site eats up.
For an ideal all grassland city without any foodbonuses that would mean:
There are 21 tiles overall.
20 of those yield 4 food => 80 Food
The City center yields another 2 (I'll just assume non-agri)
So overall such a city yields 82 Food.
40 of those go towards 20 happy laborers (I'll just assume they are all happy)
=> 20 x 2 (the score of a happy laborere) = 40
The remaining 42 food go towards 21 specialists
=> 21 x 1 = 21
In addition to the score from the population of the city there is also the territory score to consider. And 21 tiles territory simply mean a score of 21.
Adding all these up the happy laborers, specialists and territory score means that the absolute score potential of such a city is 40 + 21 + 21 = 82
Spoiler :
(That does of course not mean that such a city in a real game nets such a score, exept you play Chieftain and have the city from turn 1 till the end)
But more meaningful is to put that score potential into relation to the amount of tiles such a city takes away from the dom limit. And of course this is the same here as the number of tiles that count towards territory, i.e. 21. So, the score potential needs to be divided by the number of dom limit tiles that are eaten up:
82 / 21 ≈ 3.9 (average max. score per dom limit tile)
Doing the same calculation for a similar all plains city (62 food) assigns such a city a value of
(40 + 11 + 21) / 21 ≈ 3.43
OK, that is not entirely unexpected. It get more interesting when Sea tiles are factored in. As it turned out in some thread around here (thanks esp. to Chamnix and EMan) those sea tiles do not count towards territory score, but they can still yield the score for housing a happy laborer. They also don't count towards the dom limit.
A city on a one tile island, where there are 8 coast and 12 sea tiles within the fat cross of the city would yield 42 food which can go towards 20 laborers and one specialist. There are also 9 tiles which count towards the territory score. Which all means that the absolute score potential of such a city isn't all that high and adding everything up nets merely 40 + 1 + 9 = 50 points such a city could score (on Chieftain, from turn 1 to 540).
But when putting that into relation to the the very few tiles such a city takes away from the dom limit it turn out that the relative value of such a city is much higher that that of even a maxed out, all grassland city:
(40 + 1 + 9) / 9 ≈ 5.56
Some "real world" examples:
Light Grey (77 food max):
(40 + 18.5 + 21) ≈ 3.79
Dark Grey (50 food max):
(40 + 5 + 14) / 14 ≈ 4.2
Light Grey (41 food):
(40 + 0.5 + 14) / 14 ≈ 3.9 (!)
Dark Grey (58 food):
(40 + 9 + 21) / 21 ≈ 3.33
(Leaving aside that the two cities' cultural borders would connect)