Testing some Modern Era cases in IGE
All Worker/Spec are to personal preference (high yields > Spec > Prod)
25 turns to spam PR or process
PR costs 800 prod
Note: Looks like % modifiers do not affect Processes, Late Game big yields are going to be important for PR to be viable
Tradition Capital
All techs, buildings, NW up to Modern Era (+Seaport)
No Wonders
No Foreign TR
5 GPI and 4/6/4 GWork for W/A/M
Tradition > Artistry > Rationalism
4UC Russia (No particular reason)
181.6 Prod, 138 base gold, 136.2 base sci, 215 base cult
Over 25 turns: 4540 Prod -> 5 PR complete (22 turns) -> extra 407.1 gold, 401.8 sci and 634.3 cult (1143.2 total)
Formula for PR benefit: (0.1 * yield * 22 turns) + ( 0.25 * yield * 3 turns )
Process give 25*45.4 yield=1135 yields extra
For 50 turns (very rough since no consideration for more prod/base yield/cost):
11 PR complete (49 turns) -> (0.25 * yield * 49 turns) + (0.55 * yield * 1 turn) -> extra 1766.4 gold, 1743.4 sci, 2752 cult (6262 total)
Process gives 50*45.4 yield=2270 yields extra
~ 80 yields/turn more from PR and increasing rapidly
Since processes are not affected by % modifiers, it seems 25 turns is around the breakeven point for a meh Tradition Capital (quite a long time to
start getting benefits, especially for endgame, but will outscale process quickly after this even if PR cost increases with Era) and process yields stay the same. Before that you are actually losing yields by building PR instead of processes, which is important if you are racing to the next tier of units/tourism tech/Satellites. PR also does not focus on a yield, which is a downside for SV.
A normal city will take longer to break even compared to the 1st case, and even longer practically since you may need to spend production on units/wonders/diplo. It also will have poorer rewards
Here is how I interpret this:
- this will be OP if you can stay at peace (difficult when you are getting ahead in culture/science) or have high proportion of high yield cities (you are playing OCC / tall and small army / you have run away and have pretty much won)
- very slow if you have large production sinks elsewhere (defending against endgame aggression / diplo unit spam / wonders / spaceship factory)
- useless if you are already closing out the game. It is probably valid as a niche pick for peaceful playstyles, but depend on being able to commit to PR spam.
Honestly this would need maybe a modmod to try out to see if it is actually OP / can turn games around since the variance can be so high. Processes are very strong for yields but so is infinite scaling.
Ill cap this to 8 per city for now.