best civic+improvements combo for Calabim?

ugh why do people always assume you start building cottages in new cities

Anyone who's going to debate aristocracy economy vs. CS + cottage, READ THIS.

YOU START ALL NEW CITIES WITH FARMS, OR FOOD RESOURCE IMPROVEMENTS IF THEY CAN BE BUILT. MIDGAME AND ON, THEY'RE BOOSTED BY AGRARIANISM, SANITATION, AND DON'T HAVE THE ARISTOCRACY PENALTY. ONCE YOU HAVE A FEW FARMS, YOU COTTAGE THE REST.

Holy CHRIST I'm tired of repeating that point.

You grow faster than you would with aristocracy for much of the way, have less commerce at first, more commerce later, less maintenance all the time, and you get hammers from your plains.

Also. For your first few cities, comparing aristocracy farms to towns is fair, because aristocracy doesn't even EXIST in the real early game while cottages do, and by the time you have CoL those cottages you built in your initial cities to get your economy off the ground will have become villages or towns. Aristocracy isn't going to HELP those cities, because regardless of whether or not you're running it farming over towns in a happy capped or close to happy capped city is a Bad Idea.
 
ugh why do people always assume you start building cottages in new citiesAnyone who's going to debate aristocracy economy vs. CS + cottage, READ THIS.

YOU START ALL NEW CITIES WITH FARMS, OR FOOD RESOURCE IMPROVEMENTS IF THEY CAN BE BUILT. MIDGAME AND ON, THEY'RE BOOSTED BY AGRARIANISM, SANITATION, AND DON'T HAVE THE ARISTOCRACY PENALTY. ONCE YOU HAVE A FEW FARMS, YOU COTTAGE THE REST.
Hey, remember in the post right before yours when I said this:

"2. Require fewer worker turns to complete needed improvements (for example, early growth boosting farms that are converted to cottages later or chain irrigation passing farms for food bonuses in the cottage city will be needed in addition to the natural cottage and bonus improvements whereas in a farm city, such improvements are already part of the grand scheme)"?

Holy CHRIST I'm tired of repeating that point.
Having never seen you make that point, it is irrelevant to me. However, seeing as I had already anticipated it, I don't see the need for you to repeat it to me. Like it or not, that only puts your cottage cities in a larger commerce deficit relative to the farms.
You grow faster than you would with aristocracy for much of the way, have less commerce at first, more commerce later, less maintenance all the time, and you get hammers from your plains.
Who said a single word about farming plains? That's utterly moronic. Plains are either not chopped or become cottage bait. Cottage plains are semi-decent outlets for excess food that Aristocracy will end up with when approaching the caps. Forest plains are health boosters.

Cottage cities will initially grow slightly faster until Sanitation is in. And it is very slightly unless we are talking some extremely marginal city location with no food bonuses. Sanitation will come in for Aristocracy significantly earlier than Cottages. The Commerce they get earlier (by your own admissions) will be more than enough to guarantee that. Plus, a cottage economy has much less reason to detour to Sanitation.

Also. For your first few cities, comparing aristocracy farms to towns is fair, because aristocracy doesn't even EXIST in the real early game while cottages do, and by the time you have CoL those cottages you built in your initial cities to get your economy off the ground will have become villages or towns. Aristocracy isn't going to HELP those cities, because regardless of whether or not you're running it farming over towns in a happy capped or close to happy capped city is a Bad Idea.
Education is 280 Beakers. CoL following directly after costs 320 Beakers. Yes, I will probably build a few cottages on the way to CoL, but to even suggest that they will be villages by the time CoL is in is not realistic in the slightest. Even if I have 4 workers in a stack ready to spam out cottages at 1 per turn the second Education is in, each takes 30 turns to develop into a village. So my research rate in this fantasy world is less than 11 beakers per turn? Please explain what I have done to crash my economy so hard.

Also, thanks for the news flash that excess food in a near happy capped city is not spectacular. But guess what? If I've built cottages pre-CoL, I don't have to bulldoze them. I can build farms elsewhere and live with the fact that I built some suboptimal improvements and use them to suck up excess food as needed. The really cool thing about food is that it is useful for more than growing cities: specialists, mines, plains cottages, whipping (I guess technically that is growing cities), building workers and settlers.
 
Also. For your first few cities, comparing aristocracy farms to towns is fair, because aristocracy doesn't even EXIST in the real early game while cottages do, and by the time you have CoL those cottages you built in your initial cities to get your economy off the ground will have become villages or towns. Aristocracy isn't going to HELP those cities, because regardless of whether or not you're running it farming over towns in a happy capped or close to happy capped city is a Bad Idea.
Also, lets just pretend your fantasy world exists, and some (or all) of the cottages I built matured into beefy 5 commerce financial towns by the time I reach CoL. Guess what? Those initial cities probably have a few farms I am working still, probably at or near the happy cap. Three cities, say 3 farms each, one quick revolt later, I get 27 extra commerce per turn while taking away 3 excess food in each that was becoming redundant. And I still can work the towns. How horrible. Aristocracy sure has done nothing to help those cities. I hate when I get a bunch of free commerce, and I love the BCS :rolleyes:. Especially when my economy was in such bad shape to take forever to research a 320 beaker tech.

Your arguments are incongruous. You attack me for "believing" that you don't build farms in a CE but then all of a sudden when CoL is finished, not only did it take 30-70 turns to research for some completely unknown reason, but all my cities have magically become town infested with nary a worked farm in sight (because God forbid I continue to try to grow once reaching Education).
 
CoL following directly after costs 320 Beakers.

I'd be worried about being unable to adequately defend myself if I tried that.

In .40 you have enough time to go for education before the much more aggressive AIs declare on you. And you should, because other techs just take too long to research without the help from cottages. It takes what, 50-60 turns for the Calabim (who need to research both agriculture and AC) to hit education? Then it would take till around turn 80 to hit CoL? A hell of a lot of violence usually happens during that 50-80 window and I want to be focusing on military techs (full bronze line, AH) during that period. I'll finish those off, use them to fight off the inevitable barb and AI attacks I will be (scratch that, already am) on the business end of, then research cartography if I expanded a lot (either through battle or through settling), then research techs that allow me to harvest any happiness resources I might have (I'll be happy capped in most cites by now), then feel free to research CoL.

By this point, I WILL have villages and a few towns. It takes more than 70 turns to resolve all that.

Cottage cities will initially grow slightly faster until Sanitation is in. And it is very slightly unless we are talking some extremely marginal city location with no food bonuses. Sanitation will come in for Aristocracy significantly earlier than Cottages. The Commerce they get earlier (by your own admissions) will be more than enough to guarantee that. Plus, a cottage economy has much less reason to detour to Sanitation.

Sanitation is very important for all economic models because of public baths and farm bonuses to grow new cities. And I research it pretty fast without aristo, because I let my cites grow and my cottages mature while gritting through the first bloodbath phase of FfH and adjusting my tech priorities accordingly, and I'm running CS.

Differences in map settings, difficulty levels, etc might be factors which cause different experiences, but in short...

I NEED to focus on fighting after education hits. I don't have time for CoL, cheap as it is. During this phase, my first cities get entrenched in the cottage + non-aristo farm setup, and I'm often relying on CS to kill maintenance.
 
Bronze Working takes 864 Beakers (Crafting -> Mining -> Bronze Working). 320 Beakers towards a Code of Laws that then subsequently supercharges the economy could easily pay for itself before all three of those technologies are in most of the time.

I'm not sure what you mean about Animal Husbandry being a military tech. Are you relying on captured animals for military? Or are you continuing with Horseback Riding (only helps if you actually have Horses, or Hunting to give you any realistic chance to capture Elephants for War Elephants). Either way, this again is no small outlay of beakers and usually the cost of researching Code of Laws first will easily be returned before those are finished.

Personally I haven't had many problems with an early military consisting of spammed warriors.
 
End game financial towns produce 6 commerce unless riverside, in which case the corresponding financial farm produces 4 commerce, not 3.

Stupid mistake on my part.

So let's start the comparison from the best possible case for cottages (they spring miraculously from the workers plow as fully developed towns with Taxation already in).

No need. I will instead assume for simplicity that my first 3 cities will contain several fully-grown towns, farms and mines. I am unlikely to have more than 7 happiness at this point. Now I just settled my 4th city, and I am thinking about what to do with it. Furthermore, whether I would be relying on cottages or farms, my first improvement will be a farm anyway, to grow population.

This is very simple. What is more valuable: two food or three commerce?

A simple question, but the answer is not so simple.

This question may be complicated by health caps, happy caps, available civics, individual city size and infrastructure,

All of which favours the cottage economy, actually. Calendar is much faster in this game than in BTS regular, a detour that I assume you will take for agrianism, but after that, you are stuck. Religious temples give you 2 happiness, herbalists 1 or 2, but you only get massive happiness from Social Order, and massive health if you are running GoN. Neither you would get early as Calabim.

But you did mention that health is more of an issue for the Calabim than happiness. I will concede that CoL is a cheap tech, and move on, for I have no opinions on this matter. So… if you do want to get GoN in a reasonable timeframe, you have to skip mining for long enough for your first great prophet to appear to lightbulb WotF, which means getting mysticism, building a pagan temple and running a priest specialist for 34 turns. Not chopping forests to build workers and settlers in the early game is significant. Then you have to build a temple of leaves, hire another priest specialist and wait for another 33 turns. That’s a lot of turns. And even then, you’re not the elves, so you still have to leave some forests lying around doing nothing to sustain the happiness cap.

the amount of commerce produced before the break even point is significant with the farm getting its commerce front loaded (better in general) relative to the cottage.

This seriously favours the farm economy. In the late game you will have a larger empire and lots more happiness and health, but at the same time most of your conquests would already have all the tile improvements constructed. If not, then go spam your farms, but otherwise, by that point the most efficient use of new cities is just to take it as it is, with only minor adjustments.

More importantly, the food can be very valuable depending on each cities state, possibly being worth:

If you can realise it. Slavery is efficient in the early game because populations regrow quickly, but one you have a higher cap, I am not sure if the whipping cycle can recover quickly enough. I am sure the Calabim would make it work much more efficiently, but remember you have to feast as well as whip. But either way, I don’t see how that favours the cottage or the farm economy. All this says to the original thread starter is that he should run slavery.

1. Require fewer turns to reach its happy cap
2. Require fewer worker turns to complete needed improvements
3. Produce enough commerce to make it a viable contributor to the civilizations economy far quicker

All major benefits of the farm economy. The only gripe I have is that by the time you reach sanitation, most of your settled and conquered cities are already quite improved. Sanitation is expensive, so the best way to do this is to skip mysticism, research writing, then pop a great sage to lightbulb sanitation. But that delays the religious solution to your health and happiness problems even further, because after all, you have to skip mysticism, and once you have popped a great person already, the 34 and 33 turns become 67 and 50 turns, respectively. We’re well into the mid-game by that point.

4. Produce a higher output in terms of actual unit production (or building production if this is desired).

Again, provided that you can support all that population. Sanitation or religion first? Either way, it takes a lot of time to setup both. Commerce now is more valuable than commerce later, agreed… so do actual unit production. I want units now, not later.

the Aristocratic Farmer will be able to build a larger army than the cottager in the same amount of time.

During times of war, I could also switch my citizens from working towns to working farms and mines, and without the food penalty from aristocracy, I could work even more mines.

Also, the 25% WW penalty is relevant. Regardless of Manors, that is a penalty to city states.

This sounds very similar to a city states versus god-king argument. The WW penalty is significant, but the benefit of city states is simply too large to ignore, and in my personal opinion, a sufficient reason alone not to run an aristocracy farm economy. CoL is a cheap tech, but if you have 6 cities and you are not running city states, then it will be a very expensive tech indeed. Especially for the Calabim – manors only reduce maintenance by 25%, also very relevant!!!

This is also ignoring the fact that cottages (still) are much more vulnerable to wars on their own soil.

Definitely – villages take a lot longer to grow into towns than rebuilding a farm. But if you relied on farms, then a pillaged farm would mean you start losing population, and growing back your population when it’s already high is a painfully slow process.

Manors are just the laziest conversion of food to hammers available to the Calabim and can easily be boosted by Sacrifice the Weak and/or Slavery. Plus these hammers can be spent on non units.

With StW the math changes. Back to out basic comparison, the theoretical difference is now 6 commerce and a specialist, versus 3 commerce and 3 extra citizens. The key is still how many happy citizens you can support. Considering that you will lose some happiness resources to hell terrain spread, rendering even more citizens unhappy, what you will end up with is a few worked farms, some specialists, a lot of 1-hammer unhappy citizens and a lot of unworked farms, towns and mines. Your new cities will be cranking units quickly because you will grow tons of unhappy citizens rapidly, but their potential will end there.

3 issues I am awaiting your response of:
- health and happiness (I treat them as one issue, in case you want to solve both using GoN)
- getting to the civics that allow running lots of specialists
- early military. If warriors will do, please elaborate.
 
I find it pretty bizarre that people are advocating building the nerfed cottages, because to me they are absolutely inferior to aristocracy farms.

So here is a proposal:
Start a Calabim game on a reasonable difficulty (emperor-deity). I don't care about the rest of the settings. Once you have researched education post the save. Then we can play the game with different strategies (I won't build a single cottage past code of laws) and compare saves every 50 turns.
 
Turinturambar: I offered a detailed explanation for my preference of cottage economies over farm economies is not because I feel very strongly about this. It is because I enjoy detailed, logical arguments. That, and I don't enjoy seeing phrases such as "bizzare" and "absolutely". These are strong words. I have tried the farm economy before, it works fine, it's just that I like cottage economies more and I enjoy more success with them.

Comparing games? I could do that, but then it won't matter if one of us is simply a better player than another. We need two people of similar overall skill to compare. Besides, I am not good with the Calabim and their complicated feasting mechanism.

But I will play a game using the Calabim, just for fun. Once I am done, I will post my saves every 50 turns.

Features:
- Even though I will run a cottage economy, I will build some farms for food (duh)
- I will NEVER run the aristocracy civic (duh)
- I will do it in a seperate thread in the general FFH forum, once I am done.
- We can get to decide on what victory condition we want. This is not a "competition", simply a friendly learning experience.
 
Guardian of Nature is not the solution to happiness woes. The major benefit of Aristocracy is the fact that it allows you to abuse Agrarianism more frequently. Sure Aristo GoN elves is great, but not for the Calabim.

There are a few other happiness boosters being ignored here:
Public Baths - conveniently located at Sanitation
Gambling Houses - This really needs some outlet for excess cash (like drown or mercs or some system of rush buying) and needs some ability to run specialists throughout your empire.
Theaters - I'm not a fan as it pushes a substantial part of your economy into culture, but they do exist.

I don't recall saying that health is the big problem for Aristo Calabim. Early game, the happy cap is the clear limiting factor no matter what economy you run. Aristo may run up against it earlier, but it is present for cottages. There are many more early health resources than happy resources. Later game health solutions are pretty restricted. Legitimate solutions include feasting/whipping away the sickly.

Now quick aside about the savings of City States. I just did a quick test (Deity Large map, 6 cities for Flauros that were fairly spread out away from a peninsula capital). With the default civic, the city maintenance was 19 GPT. With Aristocracy, it was 13. With City States, it was 8. Even modified by inflation, 5 GPT is not that significant relative to the immediate increase in commerce available from Aristocracy. Incidentally, God King brought it to 18 per turn thanks to the elimination of the number of cities penalty from the default civic. But God King sucks, so forget about that.

Slavery is clearly more useful in the hands of a civilization that has more excess food (ie farms). At its heart, it is a method for converting food to hammers (and actually not so efficiently in FFH than BTS thanks to the insanely high costs to get a granary equivalent up, but since food is more plentiful than in BTS, this is not that horrible). Plus, whipping away a cottage is rarely a good idea. And actually, later in the game, when all food savers are in place, whips from large cities are not that bad in terms of food->hammer ratios, it is always better than 1-1.

In terms of possible military techs: Bronze Working is an obvious one if copper is available, immediately powering up the spammed warriors. Going OO now lets you drown them for 5 power water walking shock troops at a cost of 30 gold each. It is hard to beat that in the early going. If copper is not available, Archery is available off of mining to get some sort of defensive unit available for early wars. I'm not sure how early military really differs from city states with the exception of the availability of the stooges which are too expensive in my opinion.

Another "military" technology that is important for other reasons is Construction, but I am feeling this really is pushing into the middle game by the time that is in. Same thing with Way of the Wicked.

I'm not sure why a plan to get to specialist enabling techs is so important though. Much more important are vampires, happiness boosters, heros. The point of this is to expand fast enough with the economy fueled by the commerce from farms and the production fueled by the food from the farms combined with mines and slavery to outpace a cottage driven economy by sheer force of numbers (through significantly more tiles worked). City specialization is out the window here. Every city is a commerce city. Every city is a production city. Every city is a potential feeding city. Every city may run specialists from time to time. They may even *gasp* run some cottages. The extra food gives more flexibility.

I guess this points to my main plan for dealing with health and happiness beyond the ones mentioned earlier: Control more resources. Believe it or not, the economy is not going to tank ever regardless of the lack of city states.

Also, chopping is pretty terrible in FFH. It is important so you can improve the underlying squares, but in terms of boosting production it is really a non-starter and not very important.

The cottage economy can switch from cottages to farms and mines in a pinch sure, and if it does so wholeheartedly, will easily outproduce a similarly teched Aristocracy. But if it does so often, that key word "similarly teched" will be but an impossible dream. Also at some point, the actual tiles become a limitation. There is only so much room to have farms and mines in a city for wartime in addition to cottages for peace time. 20 tiles goes pretty quick when you have 2 distinct configurations. (I am assuming of course that the cottages are not bulldozed for the farms and mines).
 
Vale: I will attempt to prove the opposite of what I believe is true, just to be strict in the scholarly sense.
Null hypothesis: the cottage economy is not superior to the aristocracy economy
Alternative hypothesis: the cottage economy is superior to the aristocracy economy

I'm not sure if I did this right: would you please take a brief look at my saves (patch n)?
 

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Starting from the turn 200 saves first. But I see a few very odd things:

1. In the CE, you have 22 warriors vs. the Farm Economy (SE is a total misnomer) you have 12. Is there any particular reason? There is no reason in particular that you should have worse production. You also have 9 workers (CE) vs 4 workers (FE). FE has less worker burden, but not enough to ignore workers completely like it seems has been done. If you had a larger warrior base, your Guardsmen could be freed up for mobile monument duty to get new cities off the ground quicker. (Not having to build a monument is huge).

2. Continuing the above, there are at least two unimproved cities (one which looks to have no real future of being improved) as there are no workers in the vicinity. Expansion is good, but these cities are contradicting my claim that FE cities pay for themselves if no improvements are being made. Contrast that to the CE position where gem-corn-fish-horse is built already and actively being improved.

3. I see you are running slavery in the SE, but not one city is in whip anger and several cities definitely are in positions where whipping away a few population would be a good thing (The 3 unhealthy city that is working a bare grassland and 2 coasts comes immediately to mind, also the 3 unhappy city that can whip a vampire for 4 right now looks like a solid choice). There is little reason to run Slavery if it is not used.

4. The planned "gem corns fish horse" city (that has been neglected to found unimproved "fish mushrooms" city) would probably be better placed 1N to immediately grab the gems. The fish is not really needed in the BFC. I also think this city should have been prioritized alot over fish mushrooms.

Going backwards in time I see the CE got the free GE event which does make a huge difference. Huts, lairs, and events really would be best turned off in a direct comparison as different results from any of them can be huge (up to 1000+ beakers for free in one save vs another?). Even with this though, the FE seems to still be running ahead of the CE in terms of beakers per turn by a fairly large clip. The FE's big problem (surprisingly to me) is the very poor military and worker force. It is kind of getting demolished by the Charadon harassment.
 
To answer your original questions of [to_xp]Gekko:
a) Agrianism is correct most of the time.
b) Aristocracy is a viable choice
c) Slavery is a viable choice
d) Governor's manor is a very important building

Turinturambar: Normally I would not even go so far as to spend half an hour of my time just to discuss a point in a bloody f****** video game. But over the many years of forum discussions over the internet, I still believe that strong opinions without reasons deserve some attention.

*********
Vale:
1) 9 workers is too few by turn 200 anyway, I was just being very sloppy. As for the Farm Economy game and only 12 warriors, I knew I could get away with it, that's all*

2) Two unimproved cities... more sloppiness.

3) You are right, I should have whipped. My bad.

4) Yeah, I should've grabbed the gems first. As for city priority, I tend to settle close to myself first for isolated or practically-isolated starts to reduce maintenance and barbarian activity.

The "free" great people events are NOT free. It uses up your GP counter just like normal, which meant my great prophets costed 200 and 300 GPP, respectively. I shouldn't have even taken the GE as it slowed down my great prophets tremendously.

*Aside: I live on dangerously small warrior armies when playing the Grigori, running pacifism trying to shoot for adventurer-archmages with Tower of Divination. Don't give your adventurers any promotions until you switch your traits to charismatic. Then get combat V, twincast, spell extension II, fire 3 and enchantment 3 (you have free promotions, count carefully). That's a lot of fire elementals.
 
Just double checked. The free GP don't add to the counter (at least when I load your saves in patch p they don't appear to. The GP you are working on in the turn 100 CE save is still only costing 100 GPP.

As far as I know the only Civ where "free" great people increment counters is Civilization Revolution :vomit:.

Of course the second I posted my thing about turning of huts, events and lairs, I realized how ridiculous that would be in a heavy theme mod like FFH where those are an integral part of the experience.

Also just to expound on my point about Royal Guardsmen. If you have horses one Royal Guardsman (same cost as a monument, available at Feudalism) can be used to pop borders in all new cities very quickly thanks to the Hope spell it can cast. It also doubles as a nice mobile defender. It is very gratifying to found a new city and then see the borders pop 3 turns later with no hammer input.
 
Turinturambar: Normally I would not even go so far as to spend half an hour of my time just to discuss a point in a bloody f****** video game. But over the many years of forum discussions over the internet, I still believe that strong opinions without reasons deserve some attention.

Relax, it's just that I absolutely cannot see a reason to build a cottage if you can build an aristocracy farm in ffh2.
To illlustrate what a farm economy can look like here are my saves. I started playing from your turn 50 save. They are far from optimal since I didn't bother with citizen micromanagement at all and going for ashen veil/sac the weak was probably a bad idea. I did pop animal husbandry from a graveyard and got a thane of kilmorph (very late) and a treasure vault from a dungeon, so no extraordinary luck involved. Nevertheless my economic output is more than 1.5 times higher than yours and I'm already ahead in tech and cities.
 

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First of all, example I have here is quite an extreme case, since it is comparing late-game economy, which is not fair, since strong points of Aristo/SE is starting advantage of +1(+2 for financial, given no river) commerce, and rapid growth. Also, I am assuming all grassland, no mines.

Given you have agrarianism, aristocracy, scholarship, caste, Great Library, taxation, and most importantly, same happy cap (20) + same number of cities.
With Aristo/SE, you have 9 worked on farms, and 11 scientists = 18 commerce + 66 research.
With CE, you have 19 worked on town + 1 scientist = 95 commerce + 6 research.
(utilizing the 2 food from city tile for both cases)

So, Aristo/SE would provide starting boost and rapid growth + potential from those excess foods,
whereas CE is much more efficient for producing commerce per population, and also enables flexiblity in civic choice. (although it depends on map script, foreign trade is a nice civic.)

I am not sure which would produce more research in a real game, since Aristo/SE would have quite a boost with sages from elder council, library, and temple of OO and AV, but at the same time, with all those time passed, CE should have decent number of grown cottages, ideally with Deruptus, which works better with CE. (so actually I try to have one CE city with this wonder, even when going with Aristo/SE)

So my point is that they are quite balanced, except maybe CE should gain some bonus similar to BTS emanicipation, because when you want to settle on a newly found land at mid- or late-game, cottage is not a choice, given you would finish the game in next 100 turns or so...
 
great discussion going here guys :goodjob:

I see some of you mentioned Slavery... tbh, I wouldn't want to use it as the Calabim. I want to use my population to empower my vampires, not to get stuff built faster in my cities. with governor's manors, I'll have plenty of hammers anyway :D
 
Given you have agrarianism, aristocracy, scholarship, caste, Great Library, taxation, and most importantly, same happy cap (20) + same number of cities.
With Aristo/SE, you have 9 worked on farms, and 11 scientists = 18 commerce + 66 research.
With CE, you have 19 worked on town + 1 scientist = 95 commerce + 6 research.
(utilizing the 2 food from city tile for both cases)

What you are missing is tile efficiency: For the cost of a single settler and some maintenance the farm economy can have a second city working those additional 9 tiles with overlap and gain the 18 commerce +66 research twice. So even lategame the farm economy has far more output than the cottage economy.
 
What you are missing is tile efficiency: For the cost of a single settler and some maintenance the farm economy can have a second city working those additional 9 tiles with overlap and gain the 18 commerce +66 research twice. So even lategame the farm economy has far more output than the cottage economy.
You are right, and honestly, that is why I emphasized the number of city to be equal, as well as the happy cap. :)
And I also think that if you use nurturing cities for CE, you could convert those cities to SE style once your main CE cities reached 20 happy cap, which should give you with quite a research.
But yes, if given same land area, and not the same number of cities, Aristo/SE goes nice... :crazyeye:
 
[to_xp]Gekko:
Whipping and feasting together gives you overlapping unhapiness in the short run, but the short run boast would also fuel your conquests, allowing a snowball effect. Besides, if you are running Sacrifice the Weak, then slavery is the right choice most of the time, unless you really want to go nuts with guilds Infernal-style. Better yet, if you are spiritual, switch to slavery when you use it, and switch back to something else when you don't.

Turinturambar:
I saw your game, and there's no denying that you are a very good player. FYI, I played from my own turn 200 farm economy save and got my domination victory on turn 314.15926, or 315 since I can only win on my turn. The only real difference is I delayed building the Infernal Grimoire until I popped Pass through the Ether and then went NUTS with The Nexus.

Now I do admit that I totally underestimated:
a) the "-40% distance maintenance" change
b) the snowball effect of getting your commerce now rather than later

But still, I will build cottages even with aristocracy and agriculture. With aristocracy, it just means you build a lot more farms and a lot less cottages. And if you build a lot more farms, then naturally you will run a lot more mines, which will lead to aggressive empire expansion, with the end result being your capital plus first 2 or 3 cities running cottages, and every other city running farms. But then again, even in regular BTS, domination victories are best when 30% of your cities are cottage cities and 70% of them are farms/mines/lumbermills cities. Aristocracy = farms on crack, so the ratio becomes 15% and 85% in FFH maybe?

But then, you won't take 85% as victory.

Relax, it's just that I absolutely cannot see a reason to build a cottage if you can build an aristocracy farm in ffh2.

vale:
The point of this is to expand fast enough with the economy fueled by the commerce from farms and the production fueled by the food from the farms combined with mines and slavery to outpace a cottage driven economy by sheer force of number

The key word is "outpace". Cottage economy advocates claim that their economy has more potential... none doubt that aristocracy has a head start.

City specialization is out the window here.

City specialization out of the window?! If this really works, the programmers HAVE to teach the AI to do it then. It would make for a much more competitive AI.

I guess this points to my main plan for dealing with health and happiness beyond the ones mentioned earlier: Control more resources. Believe it or not, the economy is not going to tank ever regardless of the lack of city states.

You just lowered the level of intellectual sophistication of the vampires to that of the Clan of Embers and the Doviello. That's depressing, to say the least.
 
[to_xp]Gekko;7673963 said:
great discussion going here guys :goodjob:

I see some of you mentioned Slavery... tbh, I wouldn't want to use it as the Calabim. I want to use my population to empower my vampires, not to get stuff built faster in my cities. with governor's manors, I'll have plenty of hammers anyway :D

You can use it to rush Granary+Smokehous+Breeding Pit+Governor's Manor.
 
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