Sorry for necro,
I'm surprised this tip hasn't popped up: the cost to upgrade a unit is (4 + difference) x . Compare to the base game, that is 20 plus 3 times the difference, in line with the cost of rushing in democraty, and detering you to upgrade anything but as an emergency, and I guess your (not so) hardened veteran.
The idea is obviously to incentivize you to keep units alive and level them up, but it actually alter the whole economy if you choose to take advantage of what is essentially a 1 to 1 net conversion. If I recap the conversion rates are as follows:
In FFH AoI, the efficient <-> conversions can happen more or less at will, because you're never short of units you need to build and you can always choose between building a warrior and upgrade it (too much ) sometimes even in the same city, or build a well equipped soldier (too much ), or even just wealth or research if you don't have neither want production building in that town.
For evaluating a tile value, 1(raw)= 1.07 without forge, accounting for the 4 penality you'll be paying per unit, typically a cost 20 warrior/scout into a cost 80+ unit (make it 1.2 for mid tier cost 40 units). If you plan to build a forge in that city, the value is 1=1.25, assuming you build fully upgraded units in high production city and don't pay an extra 4.
Generally is king, just like in regular civ, despite no slavery and partly because is scarce.
The consequences are:
I'm surprised this tip hasn't popped up: the cost to upgrade a unit is (4 + difference) x . Compare to the base game, that is 20 plus 3 times the difference, in line with the cost of rushing in democraty, and detering you to upgrade anything but as an emergency, and I guess your (not so) hardened veteran.
The idea is obviously to incentivize you to keep units alive and level them up, but it actually alter the whole economy if you choose to take advantage of what is essentially a 1 to 1 net conversion. If I recap the conversion rates are as follows:
- 1 raw -> 1 net without forge 1.25 net with one (net is to raw what is to )
- ==: barring codex Eda and Espona's Heart, no multiplier on . is extra valuable on cities/city with Codex and Heart.
- 1 net ->1 via mathematicscience or currency gold
- 1->1 net via upgrading units
- +0.5-> 2.5 with a mageocrat specialist (1.5 via merchant /wo mageocraty or anything to research)
- + -> raw + 4 running a plain town
- 1 pop -> 20/40/60 drafting warrior/horseman/mammoth rider.
In FFH AoI, the efficient <-> conversions can happen more or less at will, because you're never short of units you need to build and you can always choose between building a warrior and upgrade it (too much ) sometimes even in the same city, or build a well equipped soldier (too much ), or even just wealth or research if you don't have neither want production building in that town.
For evaluating a tile value, 1(raw)= 1.07 without forge, accounting for the 4 penality you'll be paying per unit, typically a cost 20 warrior/scout into a cost 80+ unit (make it 1.2 for mid tier cost 40 units). If you plan to build a forge in that city, the value is 1=1.25, assuming you build fully upgraded units in high production city and don't pay an extra 4.
Generally is king, just like in regular civ, despite no slavery and partly because is scarce.
The consequences are:
- Workshops are even more useless than in the base game, despite having their full stat without needing to commit to a civic. A cottage does not saccrifice the precious and will eventually produce more than a workshop produces .
- A windmill is better than a mine! typically by a margin of 1.36. It takes both forge and =0 (no magocraty or tech tree completed) for mine to beat windmill by a tiny 0.14.
- Cottage is king. Value wise, they generally beat food + specialist and food + working a food deficient tile, exception being flatplain town. So while plain farms and grassland windmill are worth building (making the tile food neutral), plain hills are generally not worth working. In particular, double flat plain village is almost better than plain hill mine (even cottages are already almost as good) and flat plain towns beats plain farm + plain windmill if you were wondering how to improve the cities in the souther part of your empire (but not by much so if you haven't grown the town, milling is totally fine).
- Draft is worthless. It can be useful in a pinch, but it never produces value. Even with smokehouse + granary, the -> conversion rates is unimpressive for horseman, typically worse than the -> rates through specialists, and mammoth riders is a 4 pop draft, the conversion rate might be barely worth it, but in this food poor world, it's gonna take forever to regrow 4 pop, and you'll lose out on the work of these citizens while doing so.
- Don't build military building in every cities. Don't build every military building in every cities is a no brainer, that you are even told in game. But it's actually fine, good even, to not build any military building at all in a low production (presumably cottage heavy) town. Once it runs out of things to build (granary, smokehouse, market, elder council, obelisk at most) just build warriors, scouts or wealth.
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