Krikkitone said:Actually switching to a Cottage based economy is probably Not worth it... with Biology an SE is almost as good as a CE and a CE takes a long time to convert.
Betafor said:This is why i have ALWAYS been against switching from SE to CE -
People say the reason to switch is that a CE becomes more powerful then a SE in the later game - But people don't say WHY a CE becomes more powerful.
The answer - Towns. Towns get all the bonuses of printing press, free speech, ect.
Sure - if we can harness the Town CE after running an SE, i'd say go for it! Except we can't - It takes over HALF the game for towns to really come into their own! Think about it - if you swich to cottages, your cottages will have to take EXACTLY as many turns to go to towns, and by that time not only is your econ crushed from running less specialists, the game is pretty much over time wise - meanwhile the AI have probably almost launched the ship!
Well, Betafor pretty much sums up the argument for switching to a CE base by highlighting the benefits of towns. Printing Press and Free Speech are by far the most important aspects of this. Added to that are the benefits of Emancipation. 200% Cottage development speed is very powerful; that when Emancipation is run by other leaders causes war weariness for civs not running Emancipation, and can be cured by running it yourself, is merely a side effect.
With Biology in, you are presented with two choices. Either to reduce your new level of food production to maintain the current population levels, via maintaining Cottages, or to run utilize the increased food production in order to run more specialists, via Farms. Whether the tiles are riverside is moot, at this point.
There was a parallel argument regarding Slavery versus Caste System earlier in the thread. UncleJJ made a argument for running Slavery in order to put more infrastructure in place, utilizing the high food setup; this is a case that I believe futurehermit would support, as part of the discussions which spurred the SE in this game called for a high food setup to both rely primarily upon specialists for an economy and to more effectively run Slavery.
The key techs here are Printing Press, Liberalism (Free Speech), Biology, and (correct me if I'm wrong) Democracy (Emancipation/Universal Sufferage).
There's no question that Towns are superior to specialists later in the game, even though Biology significantly increases your ability to run specialists, and you can run more specialists without Caste System as a result of buildings associated to late game techs. However, one of the major attractions of a SE, namely the Great Person production, becomes hampered in the mid-late game. The Parthenon becomes obsolete. Philosophy becomes too costly to run. Great Person costs become too high to produce them anywhere except in a GP farm, with the odd chance for one or two to pop outside of the GP farm, but then only if you plan carefully for them.
It's really the totallity of techs that make the conversion possible and worthwhile. Printing Press and Liberalism (Free Speech) make Towns more potent than specialists under Representation. Post-Biology Towns produce the same amount of food as pre-Biology Farms, excluding food resources, so the number of specialists you were running can remain constant until your Cottages have matured through to Towns (and even then, you can continue running the specialists). Emancipation drastically increases your Cottage->Town growth.
That your food production remains constant as you switch Farms into Cottages is really a key factor. You do not need to sacrifice specialists, or even lose valuable beakers/gold in growing your Cottages. You do not need to switch out of Representation until you have a sufficient number of Towns versus specialists to gain more from the Towns than the specialists.
No less, by maintaining a specialists based economy post-Biology, you are essentially forcing yourself into running Caste System in order to maintain worthwhile levels of any one particular type of specialist. I believe that is only a necessity if running Artists, as they are otherwise scarce, but in the cases of Scientists and Merchants, Towns can better fulfill the necessary role by producing a higher, if less specific, output of beakers and/or gold.
Caste System comes at the cost of Emancipation, which you could otherwise use to increase unhappiness within the cities of enemy leaders, or use it to decrease the unhappiness in your own towns. Additionally, the gap comes at a time when you do not yet have access to other key techs which facilitate massive population booms, such as the modern happiness or health resources.