phoenixician
Chieftain
- Joined
- Feb 6, 2025
- Messages
- 57
Hi everyone,
Here is my analysis of patch 1.2.5's effect on production and I would like to discuss it with you all. FYI: I am not a math major, so I may make a mistake somewhere.
Patch 1.2.5 introduced the following change to building cost:
For example, if my very first city in antiquity (capital) has 10 production, and I want to build the first building, library (90 production), thus it would take 9 turns. The value of 1 production is 1:1 in this case. But...
...If I already have 9 other cities, in my newest 10th city with 10 production, to build a library (which would be 180 production because cost scaled to 200% at this point), it would take 180 turns. Value of production is 1/2 (or 50%). While your 10 productions remain the same number, its value has gone down to 5 relative to the building's base cost.
...If I already have 19 other cities, in my newest 20th city with 10 production, to build a library (which would be 270 production because cost scaled to 300% at this point), it would take 270 turns. Value of production is 1/3 (or 33%).
If we were to demonstrate the value of each currency corresponding with increasing cost, we would get a reciprocal graph:
As you can see, the value of production actually starts to plummet the moment you lay down your very first specialty building or non-capital city. However, this rate does slow down as the building cost gets higher.
The cost of buildings (in terms of production and gold) can be mitigated by efficiency modifiers.
1. What is efficiency modifier?
An efficiency modifier increases your currency by displayed %. For example, if you have Science node 2 (+15% production toward building), the game recognizes that every 1 production = 1.15 when you build. Thus, we can find how much production and time saved with the following formula:
Cost saved = Cost - (Cost/[Effiency modifier])
Although most are additive with each other, there are some exceptions, which are multiplicative, because they modify the production value at the settlement level.
2a. Production efficiency modifiers - Universal
This type of modifier applies when you're constructing new building and/or overbuilding. Most notables are:
Cost saved (Russia) = Cost - (Cost/[1.15*Effiency modifiers])
Cost saved (Mughal) = Cost - (Cost/[0.75*Effiency modifiers])
Honorable mentions:
We can then summarize the cost/turn saved with these modifiers in the following table:
Table 1: Building cost/turn saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them. In Mughal's case, because of their penalty, we can think of them having to invest more production (as presented in positive value).
2b. Production efficiency modifiers - Overbuilding
This type of modifier applies when you're overbuilding a specialty building from previous era. Before we go further, I want to explain the current overbuilding feature is implemented as following sequence:
Table 2: Building cost/turn saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them. In Mughal's case, because of their penalty, we can think of them having to invest more production (as presented in positive value). In Mughal's case, because of their penalty, production is only saved when they have both CE slotted and Node 2.
2c. Overbuilding
Given the above overbuilding sequence, you can utilize overbuilding to remove unwanted old buildings. You can even remove the urban tile itself (IF it contains only Antiquity buildings) in Explorage age by the doing the following sequence:
1) Pick an unwanted urban tile that contains antiquity buildings.
2) Choose any building on the production queue then overbuild. Click Next Turn. Note: Doing this will lock the new building to that urban tile in next turn, so choose carefully.
3) Now that there are production invested into new building, you can safely overbuild other building with any building. Then cancel it from production queue. Note: Doing this will NOT lock other building.
4) Since all buildings that are "In Progress" do not count as fully buildings, the urban tile is then "removed" in next era.
Note: As you can see, even if that urban tile was leading to a farther urban tile, it can still be removed by doing this. That tile to the south-east of the lone quarter is the potkop improvement.
4a) Nuance: That urban tile must not contain any wall. The wall from older age will prevent urban tile from being removed since all walls count as buildings.
*The medieval wall prevented urban tile from being removed.
*No wall makes it possible to remove the urban tile entirely.
2d. Okay great. Now that we have these numbers, is it more efficient to lay out urban tiles and overbuild than to build everything from the ground up?
-In general-, yes, it is more efficient to overbuild (with the overbuilding boosting policies and attributes) than it is to hard-build everything from the ground up, even if we only consider the production value.
To demonstrate this, I made a table to compare building cost before and after overbuilding (again, with appropriate policies slotted).
Given that all tier 1 and 2 respectively have their uniform costs. For the sake of simplicity, we treat % numbers as % of each building's base cost (and for the following example). Most left column (brown) is the unaltered cost of building, then costs of building modified by other attributes in other columns.
Example: If I am Simon Bolivar, playing as Nepal, and I have Node 2 unlocked. I have 6 non-capital cities. In my newest 6th city currently, I only have 1 unique ageless building (therefore, the current scaled building cost is at 165%) in Modern Age:
If you repeat this math at any other different building scaled cost with any # of overbuildables, the overbuilding cost will be cheaper than building everything from ground up.
2e. One observation: Buildings from previous eras in towns increase build cost, buildings from the current era do not. (Possible bug)
Example: I currently have non-capital 4 cities, my building cost would scale to 140% from having 4 cities alone. In this town, there is only 1 overbuildable (library).
...But if I overbuild that library to school house, the cost actually decreases.
3. Gold Economy in 1.2.5
In relation to gold, 1.2.5 also made the following changes to Gold & Silver:
3a. Mughal India as a special case
Mughal's ability is as follows: +75% Gold from all sources. -25% to all other yields. Simple yet true to every single word. Mughal's ability applies global multiplier to all yields (1.75x for gold, 0.75x for everything else); the net results for food & production only display at the settlement screen. This has many implications. For examples:
Though similar to production modifiers, gold modifiers are additive with each other, but they are far fewer in availability.
Table 3: Gold cost saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them.
Here is my analysis of patch 1.2.5's effect on production and I would like to discuss it with you all. FYI: I am not a math major, so I may make a mistake somewhere.
Patch 1.2.5 introduced the following change to building cost:
- Building Cost Progression:All Building costs now scale with the number of other Buildings in that Settlement, and Cities in your Empire.
- The cost to produce and purchase a Building increases by 5% for each non-Warehouse Building in that Settlement.
- The cost to produce and purchase a Building increases by 10% for each City other than your Capital in your Empire.
For example, if my very first city in antiquity (capital) has 10 production, and I want to build the first building, library (90 production), thus it would take 9 turns. The value of 1 production is 1:1 in this case. But...
...If I already have 9 other cities, in my newest 10th city with 10 production, to build a library (which would be 180 production because cost scaled to 200% at this point), it would take 180 turns. Value of production is 1/2 (or 50%). While your 10 productions remain the same number, its value has gone down to 5 relative to the building's base cost.
...If I already have 19 other cities, in my newest 20th city with 10 production, to build a library (which would be 270 production because cost scaled to 300% at this point), it would take 270 turns. Value of production is 1/3 (or 33%).
If we were to demonstrate the value of each currency corresponding with increasing cost, we would get a reciprocal graph:
As you can see, the value of production actually starts to plummet the moment you lay down your very first specialty building or non-capital city. However, this rate does slow down as the building cost gets higher.
The cost of buildings (in terms of production and gold) can be mitigated by efficiency modifiers.
1. What is efficiency modifier?
An efficiency modifier increases your currency by displayed %. For example, if you have Science node 2 (+15% production toward building), the game recognizes that every 1 production = 1.15 when you build. Thus, we can find how much production and time saved with the following formula:
Cost saved = Cost - (Cost/[Effiency modifier])
Although most are additive with each other, there are some exceptions, which are multiplicative, because they modify the production value at the settlement level.
2a. Production efficiency modifiers - Universal
This type of modifier applies when you're constructing new building and/or overbuilding. Most notables are:
- Science node 2: +15% production toward building
- Resource - Coffee (Modern only): +5% production toward building and wonders
- Science City State Suzerain bonus: +5% Production towards constructing Buildings for each Scientific City-State you are suzerain of.
- Great Britain's (GB) ability - Workshop of the World: +25% Production towards constructing Buildings
- Russia's unique tradition - Emancipation Reform (ER)*: +15% Production and -15% growth in Cities.
- Mughal India's (MI) ability - Paradise of Nations*: -25% Production in all settlements (Malus)
Cost saved (Russia) = Cost - (Cost/[1.15*Effiency modifiers])
Cost saved (Mughal) = Cost - (Cost/[0.75*Effiency modifiers])
Honorable mentions:
- Songhai's unique tradition - Mud Brick: +50% Production towards constructing Gold Buildings
- Hawaii's unique tradition - Kapa: +50% Production towards constructing Culture Buildings
- Benjamin Franklin's ability - The First American: +50% Production towards constructing Production Buildings.
We can then summarize the cost/turn saved with these modifiers in the following table:
Table 1: Building cost/turn saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them. In Mughal's case, because of their penalty, we can think of them having to invest more production (as presented in positive value).
2b. Production efficiency modifiers - Overbuilding
This type of modifier applies when you're overbuilding a specialty building from previous era. Before we go further, I want to explain the current overbuilding feature is implemented as following sequence:
- Pick building eligible for overbuilding (older era, early tier)
- Building is then demolished completely (thus, "refund" the additive 5% building cost penalty and also yields & maintenance cost associated with old building. This complicates the formula a bit, but it still remains a linear equation)
- New building in progress in place of the demolished --the new building MUST not be changed at any point from here till next turn (that is, you get only 1 chance to make the choice and must invest at least 1 production into the new building by next turn), or the entire process will NOT count for the overbuilding purpose.
- Exploration-age policy - Commune: +20% Production towards overbuilding.
- Modern-age policy - Civil Engineering (CE): +30% Production towards overbuilding.
- Majapahit's unique civic - Wayang: +25% Production towards overbuilding.
Table 2: Building cost/turn saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them. In Mughal's case, because of their penalty, we can think of them having to invest more production (as presented in positive value). In Mughal's case, because of their penalty, production is only saved when they have both CE slotted and Node 2.
2c. Overbuilding
Given the above overbuilding sequence, you can utilize overbuilding to remove unwanted old buildings. You can even remove the urban tile itself (IF it contains only Antiquity buildings) in Explorage age by the doing the following sequence:
1) Pick an unwanted urban tile that contains antiquity buildings.
2) Choose any building on the production queue then overbuild. Click Next Turn. Note: Doing this will lock the new building to that urban tile in next turn, so choose carefully.
3) Now that there are production invested into new building, you can safely overbuild other building with any building. Then cancel it from production queue. Note: Doing this will NOT lock other building.
4) Since all buildings that are "In Progress" do not count as fully buildings, the urban tile is then "removed" in next era.
Note: As you can see, even if that urban tile was leading to a farther urban tile, it can still be removed by doing this. That tile to the south-east of the lone quarter is the potkop improvement.
4a) Nuance: That urban tile must not contain any wall. The wall from older age will prevent urban tile from being removed since all walls count as buildings.
*The medieval wall prevented urban tile from being removed.
*No wall makes it possible to remove the urban tile entirely.
2d. Okay great. Now that we have these numbers, is it more efficient to lay out urban tiles and overbuild than to build everything from the ground up?
-In general-, yes, it is more efficient to overbuild (with the overbuilding boosting policies and attributes) than it is to hard-build everything from the ground up, even if we only consider the production value.
To demonstrate this, I made a table to compare building cost before and after overbuilding (again, with appropriate policies slotted).
Given that all tier 1 and 2 respectively have their uniform costs. For the sake of simplicity, we treat % numbers as % of each building's base cost (and for the following example). Most left column (brown) is the unaltered cost of building, then costs of building modified by other attributes in other columns.
Example: If I am Simon Bolivar, playing as Nepal, and I have Node 2 unlocked. I have 6 non-capital cities. In my newest 6th city currently, I only have 1 unique ageless building (therefore, the current scaled building cost is at 165%) in Modern Age:
- If I were to build 8 buildings from the ground up, the cost of new buildings will increase by 5% (of base cost) for every existing building + # of cities, thus I would have to invest 1270% worth of production cost (143% + 148% + 152% + 157% + 161% + 165% + 170% + 174%).
- If I were to plan for overbuilding in Modern by laying out urban tiles with exactly 8 overbuildables, I would have to invest 1076% worth of production cost (134%*8).
If you repeat this math at any other different building scaled cost with any # of overbuildables, the overbuilding cost will be cheaper than building everything from ground up.
2e. One observation: Buildings from previous eras in towns increase build cost, buildings from the current era do not. (Possible bug)
Example: I currently have non-capital 4 cities, my building cost would scale to 140% from having 4 cities alone. In this town, there is only 1 overbuildable (library).
...But if I overbuild that library to school house, the cost actually decreases.
3. Gold Economy in 1.2.5
In relation to gold, 1.2.5 also made the following changes to Gold & Silver:
- Gold: +1 Gold and Happiness in all Settlements. (Previously: +20% Gold towards purchasing Buildings.)
- Silver: +1 Gold and Food in all Settlements. (Previously: +20% Gold towards purchasing and upgrading Units.)
3a. Mughal India as a special case
Mughal's ability is as follows: +75% Gold from all sources. -25% to all other yields. Simple yet true to every single word. Mughal's ability applies global multiplier to all yields (1.75x for gold, 0.75x for everything else); the net results for food & production only display at the settlement screen. This has many implications. For examples:
- You may think that every 1 production in towns would equate to 1.75 gold for Mughals. This isn't true. Every 1 production of yield displayed on a Mughal town's tile would be multiplied by 0.75 first then 1.75 (=1.3 Gold).
- Mughal's global multiplier is literally multiplicative with Expansionist attribute node 8 (+15% Yields in Towns with a Specialization, or +30% in Distant Lands, or just 30% in ALL towns in Modern Age).
Though similar to production modifiers, gold modifiers are additive with each other, but they are far fewer in availability.
- Economic node 5: +15% gold toward purchasing anything.
- Great Britain's (GB) ability - Workshop of the World: +25% gold towards constructing Buildings
- Mughal India's (MI) ability - Paradise of Nations*: +75% Gold from all sources
- Mughal India's unique tradition - Mayūrāsana: +25% gold towards purchasing anything.
Table 3: Gold cost saved by attributes above are presented as negative values when compared to a generic Civ that does NOT have any of them.
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