Zechnophobe
Strategy Lich
As usual, I realize I'm quite possibly very late on the scene here, but part of why I write these obvious things down is to get it out of my head and hopefully have tell people what else I can do better.
So, in Civ4 the game rounds down fractions. These rounded down fractions lead you to getting less than you possibly could, and a bit of work can help you get around the problem.
Let's consider a 112 commerce city running at 80% science and 20% income.
This gives us:
.8 * 112 = 89.6 = 89 science
.2 * 112 = 22.4 = 22 income.
So just in the initial conversion we already lose some.
Then we may have a library here:
.5 * 89 = 44.5 = 44 science bonus
So by rounding twice we end up losing a few points of GNP. This is substantially more noticeable on smaller cities where 1 or 2 GNP represents a greater percentage of that cities full yield.
So how can we get that back? The obvious way is to simply set the slider at 100 all the time. Some people propose straight up binary research, where you are either 100% science, or 100% income. That can work, but has the problem of requiring both types of infrastructure (libraries and banks) for you to get the % bonus' on the base GNP the entire time. While you are in 100% science, you have academies, libraries, universities etc giving you bonus, while in 100% income, you likely have far less buildings helping out.
So it is then preferable to 'build wealth' in high production cities. They often build themselves until they don't need any more buildings, and being able to keep the empire afloat at 100% science allows for the greatest efficiency.
And this is the crux of the issue: By judiciously building wealth you also save on another cost: The opportunity cost of building those markets and grocers (You likely want 6 banks for wall street anyway). 'build wealth' and 'build science' both ignore buildings like markets and libraries, so when balancing out the empire, it makes most sense to build the one you have the least infrastructure for.
You can also use it to keep hold of an overflow bonus from previous production for a long period of time. Say if you want to keep it until the tech for that wonder finishes.
Anyhow, probably water under the bridge, but there you have it.
So, in Civ4 the game rounds down fractions. These rounded down fractions lead you to getting less than you possibly could, and a bit of work can help you get around the problem.
Let's consider a 112 commerce city running at 80% science and 20% income.
This gives us:
.8 * 112 = 89.6 = 89 science
.2 * 112 = 22.4 = 22 income.
So just in the initial conversion we already lose some.
Then we may have a library here:
.5 * 89 = 44.5 = 44 science bonus
So by rounding twice we end up losing a few points of GNP. This is substantially more noticeable on smaller cities where 1 or 2 GNP represents a greater percentage of that cities full yield.
So how can we get that back? The obvious way is to simply set the slider at 100 all the time. Some people propose straight up binary research, where you are either 100% science, or 100% income. That can work, but has the problem of requiring both types of infrastructure (libraries and banks) for you to get the % bonus' on the base GNP the entire time. While you are in 100% science, you have academies, libraries, universities etc giving you bonus, while in 100% income, you likely have far less buildings helping out.
So it is then preferable to 'build wealth' in high production cities. They often build themselves until they don't need any more buildings, and being able to keep the empire afloat at 100% science allows for the greatest efficiency.
And this is the crux of the issue: By judiciously building wealth you also save on another cost: The opportunity cost of building those markets and grocers (You likely want 6 banks for wall street anyway). 'build wealth' and 'build science' both ignore buildings like markets and libraries, so when balancing out the empire, it makes most sense to build the one you have the least infrastructure for.
You can also use it to keep hold of an overflow bonus from previous production for a long period of time. Say if you want to keep it until the tech for that wonder finishes.
Anyhow, probably water under the bridge, but there you have it.