To costly to feed?

Kouvb593kdnuewnd

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Don't you think that its way to easy to grow the first few pop but then at like pop 10 it start to get extreamly expansive to even get one more pop.

With so hungry people, why not create many cities in the same area that one big city could cover if it ever get the pop to do so, then even a single pop could cost more then the colonists.
 
Nanopastures and internal trade routes are your friend for late game growth. They speed the process up A LOT.
 
Nanopastures and internal trade routes are your friend for late game growth. They speed the process up A LOT.

This is especially true if you are going tall instead of wide. I do that in a few cities if I need to spread them out for resource tiles in the late game. So far at least, I'm finding I end up with maybe two tall cities, and the rest are just placed for resources.
 
I made a mod to change this around, named No Fest Mod.
With that mod it only cost like 200 food to grow pops for cities with 20+ people which is much much less then before which was like 600-700 and increasing fast.
One pop that cost more then 3 colonist is a bit to expansive for my taste.
 
This is especially true if you are going tall instead of wide. I do that in a few cities if I need to spread them out for resource tiles in the late game. So far at least, I'm finding I end up with maybe two tall cities, and the rest are just placed for resources.
Nah, just ICS with range 3 cities. I have never run out of tiles + specalist slots, even with size 20+ cities at minimum distance. Extra trade routes are way better than spacing cities.
 
I can say that growth does seem to get really steep right around pop 10. More food and growth can help, but its definitely a noticeable increase right around that stage.
 
I'm surprised this thread never received more attention. Growth rates are obscenely slow for even mid-sized cities with ~10 pop. By comparison, slip just a single trade route to a newly founded Outpost and POOF it booms from size 1 to 6-7 in a trivial number of turns. Beyond that, it takes forever to grow more pop.

The suggestion of using Nanopastures is meaningless because of how late you unlock those (and how costly the building is, too). In general, there aren't powerful enough % food modifiers. That, coupled with the crazy trade routes, create the gameplay we're currently seeing where ICS-style city-spam is the best strategy.
 
Well, it's because formula is same as civ 5.
Maybe some rebalancing could be good, but I think we have to re-evalutate after TR nerf.
 
I think this problems nods its head toward proper internal trade route management.
 
Well, it's because formula is same as civ 5.

It is, but the size of the variables isn't. The formula is:

foodbox size = a + (n-1)*b + (n-1)^c

where:

a = BASE_CITY_GROWTH_THRESHOLD (default 15, Civ V BNW 15)
b = CITY_GROWTH_MULTIPLIER (default 8, Civ V BNW 8)
c = CITY_GROWTH_EXPONENT (default 2.0, Civ V BNW 1.5)
n = current city population

Here's some quick graphs of the differences between BE, BNW and Denkt's No Fest mod. As you can see, BE's values spiral out of control after about the teens. With all the extra food and trade routes available in BE, growth up to size 10 or so works out much faster than BNW, but no amount of trade routes can really compensate for that exponent of 2 when you get up to size 20 or so.
 
This is why you always built an aqueduct in a Civ V city at around 10 pop. The weird CiV math wiki page explains is some complicated math way why food surplus and city growth diminish so much at turns 4, 10, 20 -ish. It's very weird that an aqueduct-replacement building was left out of BE, even assuming the game was balanced for internal TR abuse (which I don't think it was).
 
This is why you always built an aqueduct in a Civ V city at around 10 pop. The weird CiV math wiki page explains is some complicated math way why food surplus and city growth diminish so much at turns 4, 10, 20 -ish. It's very weird that an aqueduct-replacement building was left out of BE, even assuming the game was balanced for internal TR abuse (which I don't think it was).

oh bu there is a replacement for the aqueduct.


Gene Vault(wonder), 10% growth all cities.
Frugality(Virtue): 10% carryover
prosperity first synergy bonus 10% growth
Biospheres(T2 leaf tech): 10% food carryover
Cloning Plant(building, T2 tech): 10% via quest
CEL Cradle(building, T2 tech): 10% via quest
Nanopasture(building, T3 tech): 30% food carryover, +10% via quest
 
oh bu there is a replacement for the aqueduct.


Gene Vault(wonder), 10% growth all cities.
Frugality(Virtue): 10% carryover
prosperity first synergy bonus 10% growth
Biospheres(T2 leaf tech): 10% food carryover
Cloning Plant(building, T2 tech): 10% via quest
CEL Cradle(building, T2 tech): 10% via quest
Nanopasture(building, T3 tech): 30% food carryover, +10% via quest

Ok, no "reasonably early and cheap" aqueduct replacement, I should have said. Nanopasture is cuter-sounding than a medical lab, though, it's got that going for it at least. The player can't have all techs at once: spreading the carry-over into separate techs means it won't be in most cities early game in practice (though I'm evaluating the game more as it would be with trade routes fixed so cities can't magically have every teched building all the time).
 
Nanopastures aren't that far off if you use your institute free tech for nano-tech.
 
Ok, no "reasonably early and cheap" aqueduct replacement, I should have said. Nanopasture is cuter-sounding than a medical lab, though, it's got that going for it at least. The player can't have all techs at once: spreading the carry-over into separate techs means it won't be in most cities early game in practice (though I'm evaluating the game more as it would be with trade routes fixed so cities can't magically have every teched building all the time).

and the aqueduct is what helped to make tradition more powerful than all the other starting social policies... I am glad it is gone...

early, first virtue can give you 10% carryover.
 
why grow when you can have 10 pops working specialists and get food/production from trade routes?

you don't even have to improve the tiles.
 
don't improve your tiles, your trade routes will be near zero.
Trade route yield is based on yield difference between the two cities, so by having once city that produces a lot and another city that produces as little as possible you increase trade route yield.

Still, having farms, Academies and the like is still better than using specialists.
 
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