CE GP farm

@Wodan

Very Interesting. I must confess, I don't burn many GPs on Golden Ages in my games (probably between 1 and 6). In fact, I probably only generate 15 to 20 GP in total (and often less)! 150 turns of Golden Ages? 21 GP would make 6 golden ages. 6*8 = 48 turns on normal, with MoM that would be 72 turns. So I assume you play Marathon settings (144 turns?) ;). My hunch is that such a plan would work optimally with a large empire, on a huge map, with slower settings to maximize the length of the GA. It might help if the game doesn't finish too early too. Obviously MoM would be hugely important for such a strategy. But as you say US is a great civic to take advantage of the commerce and hammer benefits of a GA. One area a CE beats an SE from a GP perspective.
Well I just pulled the 150 number out of my rear and I wouldn't be surprised if the max realizable was considerably larger. As you say, with MoM, and on Marathon or Epic, it'll be longer.

It's really a question of cost vs benefit of holding most if not all of your GP until late game, when you can crank out golden ages like there's no tomorrow. Give it a shot... it's a blast! It turns your towns into, what, 8C2H tiles plus whatever food and hammers the base tile has. If you have a CE, that means your whole empire gets a huge boost, particularly in production which is basically now double it's previous output.

As for the game finishing early, that's simply a gametime decision. Sure, you can always be surprised by the UN or something, but for the most part you can predict this.

Anyway back to the original point (whether Caste was mandatory to the GP Farm or not). Another way to manage it is by what wonders you build in your GP farm, particularly national wonders. Things such as Oxford and Iron Works extend your # of allowed specialists, such that it's not too hard to be able to run 7-10 specialists of the same type. Add in some selected wonders that add plain GPP of that type, and your GP Farm will do quite nicely without Caste.

Wodan
 
Anyway back to the original point (whether Caste was mandatory to the GP Farm or not). Another way to manage it is by what wonders you build in your GP farm, particularly national wonders. Things such as Oxford and Iron Works extend your # of allowed specialists, such that it's not too hard to be able to run 7-10 specialists of the same type. Add in some selected wonders that add plain GPP of that type, and your GP Farm will do quite nicely without Caste.

Yep, I suggested this in the OP. Unfortunately, 7-10 specialists just doesn't impress me any more, having tasted two dozen specialists with NP+NE+Caste System+SE. :p ;)

That combination is just insane!

You could almost pull it off without the Caste System if you have an insane amount of buildings. Play the GP lottery. But if you are running a CE then happiness becomes an issue, as well as health, and you can only accompany the NE with the NP or GT. If you go the NP route then it would help to have your diplomacy hat on. Ooops, deals cancelled, DoW... unh this war is good for nothing, I want me Silk and Incense.
 
Yep, I suggested this in the OP. Unfortunately, 7-10 specialists just doesn't impress me any more, having tasted two dozen specialists with NP+NE+Caste System+SE. :p ;)

That combination is just insane!

You could almost pull it off without the Caste System if you have an insane amount of buildings. Play the GP lottery.
Again, you as the player need to decide if you want focused GPP or spread out GPP. If the latter, then the GP lottery is a good thing, not a bad one.

But if you are running a CE then happiness becomes an issue, as well as health, and you can only accompany the NE with the NP or GT. If you go the NP route then it would help to have your diplomacy hat on. Ooops, deals cancelled, DoW... unh this war is good for nothing, I want me Silk and Incense.
All fine, but keep in mind that the GPP cost per GP goes up each time. So, there's a self-feedback limitation build in. Especially if you're going to be saving your GP for Golden Ages (which was what I was pointing out), there's no huge advantage to getting them sooner.

By not focusing so much on food, you have less specialists, but on the other hand you can work some mines or workshops which give production and means you can make some wonders, which can provide the benefit of GPP the same as a specialist.

It's all 6 of one, half-dozen of the other.

Also, keep in mind we're talking CE. There's a cost to running Caste System. It hurts your whole empire by not having Emancipation or Serfdom or whatever. In addition, there's a cost to running the NP or GT in your GP Farm... that, too, hurts you. It dilutes your GPP theme, and also it means you aren't putting Oxford or Ironworks or something in there.

Wodan
 
You can get 4 merchants, 4 artists, 4 scientists, 4 engineers using only vanilla buildings.

Temples, shrines, and Angkor Wat all enable priests.

BTS adds spies and even more specialist buildings.
 
Again, you as the player need to decide if you want focused GPP or spread out GPP. If the latter, then the GP lottery is a good thing, not a bad one.


All fine, but keep in mind that the GPP cost per GP goes up each time. So, there's a self-feedback limitation build in. Especially if you're going to be saving your GP for Golden Ages (which was what I was pointing out), there's no huge advantage to getting them sooner.

By not focusing so much on food, you have less specialists, but on the other hand you can work some mines or workshops which give production and means you can make some wonders, which can provide the benefit of GPP the same as a specialist.

It's all 6 of one, half-dozen of the other.

Also, keep in mind we're talking CE. There's a cost to running Caste System. It hurts your whole empire by not having Emancipation or Serfdom or whatever. In addition, there's a cost to running the NP or GT in your GP Farm... that, too, hurts you. It dilutes your GPP theme, and also it means you aren't putting Oxford or Ironworks or something in there.

Wodan

I think we are basically in agreement. Some of the compromises you suggest are similar to the ones I originally suggested. It seems that in a CE you can either have a (reasonably) high quantity of GP, or a GP focus. I've always discounted the Caste System as a long term solution in a CE, hence my original post.

Of course, none of this is a problem if you are running an SE, but that is not to suggest that there aren't a different set of problems. Slower research in the late game, the importance of pursuing the Pyramids for the economy to work optimally in the early game etc. But I think I am wandering off topic now...
 
Well my favored GP farm strategy for a CE is a Gold town
Run and settle Merchants/Prophets in a food rich city (and found any Corporations there) and build Wall Street

This allows a near 100% slider so Banks are only necessary to qualify for Wall Street (or Production via US) and the Market/Grocer only for happy/health

Running a few Scientists with the excess overflow is fine (especially early on when a Library is already there)

By the time Caste System becomes bad, then you should have 4 possible Merchant slots and you can run a few Priests as well for a gold boosting city
 
Point being, when a cottager goes to war he either loses working population, or loses science to the happy slider. Its one or the other. Other economies dont care much or at all about the science slider.

I don't recall ever losing working population during a war, and I have no idea how such a situation would come about. I suppose you could say war weariness, but WW isn't a considerable problem in the early game, and it should stay that way during the mid to late game provided you have been diligently raising your happy cap with resources and the like.

Only if you dont grow your cities to the happy cap for whatever reason.

Bingo! If half or more of my cities are cottage-heavy commerce cities, then they're probably never going to exceed the low 20s population-wise, and that usually places them well within the happy cap. For my larger cities running specialists, I'll find much more efficient localized solutions.

And I don't buy the argument that on any given game, every single city will always be at their respective happy caps. Otherwise, I could see the use of using the Culture slider as a happy slider. But as it stands, I consider such a use as an ad hoc solution to 1) an offensive war gone poorly, 2) an inconvenient defensive war, or 3) just poor empire management. I've had to use the slider in all three situations, and I don't find it particularly good.

My gold comes from settled specialists and my science comes from hammers.
Specialists are really not worth even running in the mid game except to generate GP. They may be situationally useful with improved farms, but by that point the health cap becomes a real problem.

Hammer beakers dont get science multipliers from buildings, they get production multipliers, so i dont need academies. All i need are prophets and merchants.

The thing is, you will always be able to produce more raw commerce than raw hammers, even when you don't have any towns yet. Not to mention, it's far easier to find a good commerce city location than a prime production city one. Even settled scientists will produce more raw beakers/gold than engineers do hammers. Throw in beaker multipliers, and there is no way a production city has enough hammers to rival a dedicated science city (even one without an academy) through conversion. Not to mention that cottaged commerce-cities scale well; cottages grow, while production capacity remains largely static. Bonuses from civics, technologies, and railroads don't amount to much.

A cottager who goes to war, as you said, needs to drop his research. I dont, because my research doesnt come from the science slider. War doesnt affect my economy at all except insofar as i spend some hammers on troops instead of beakers, but i find that i can build all the military i need in about a dozen turns with this setup, at which point i switch my production back to science and continue researching at full speed. This type of economy doesnt care how long the war lasts once it begins.

I actually rarely drop my science slider during wars; the last time I did it was a few games back, when a Diety-level conflict was getting pretty hot, and I dropped bottomed science at 0% for two turns to raise some ~5000 gold for unit upgrades. Then I cranked the slider back up. It's that type of flexibility I'm talking about.

Just because an empire has a lot of cottages doesn't mean it's weak, defenseless, or full of peace-loving hippies. Even just one military production city cranking out units non-stop will amass a very respectable army, one that make most offensives fairly trivial matters. Throw in a few more dedicated production cities, and conquer the world. Then if you find a very food rich city location, plop down the farms and plantations and get some specialists rolling.
 
Then if you find a very food rich city location, plop down the farms and plantations and get some specialists rolling.

"You can't do that in a CE .!?"

(I think that's what I'm supposed to say here.) :lol:

The thing is, you will always be able to produce more raw commerce than raw hammers, even when you don't have any towns yet. Not to mention, it's far easier to find a good commerce city location than a prime production city one. Even settled scientists will produce more raw beakers/gold than engineers do hammers. Throw in beaker multipliers, and there is no way a production city has enough hammers to rival a dedicated science city (even one without an academy) through conversion. Not to mention that cottaged commerce-cities scale well; cottages grow, while production capacity remains largely static. Bonuses from civics, technologies, and railroads don't amount to much.

QFT.

Something else worth mentioning is that +:science:% and +:gold:% buildings come considerably earlier than +:hammers:% buildings do, so relying on production for research or wealth means running less-than-optimal bonuses for quite some time.

Furthermore, most of the +:gold:% buildings are necessary for boosting health and happiness anyway ... forcing yourself to also build every production building seems like wasted hammers for otherwise unnecessary infrastructure.

Finally, production buildings yield a fairly substantial increase in :yuck:, which seems silly to spread around to every city.

I commend anybody for making a "production economy" work, but my experiences all lead me to believe the production economy is not entirely sound.


-- more of my 2 :commerce:


What's this thread about again? ... I forgot.
 
I don't recall ever losing working population during a war, and I have no idea how such a situation would come about. I suppose you could say war weariness, but WW isn't a considerable problem in the early game, and it should stay that way during the mid to late game provided you have been diligently raising your happy cap with resources and the like.
You would have to whip a lot if happiness never becomes an issue. I find that counterproductive once past the earliest turns.

Bingo! If half or more of my cities are cottage-heavy commerce cities, then they're probably never going to exceed the low 20s population-wise, and that usually places them well within the happy cap. For my larger cities running specialists, I'll find much more efficient localized solutions.
Point. My wars tend to happen before my cities hit 20, but i see what you mean.

And I don't buy the argument that on any given game, every single city will always be at their respective happy caps.
Thats how it is for me. I have no idea what kind of plans other people use for city growth, but even a few food/turn in the old cities will keep them within 1 of the cap, and newly settled cities can grow to it very fast.

Otherwise, I could see the use of using the Culture slider as a happy slider. But as it stands, I consider such a use as an ad hoc solution to 1) an offensive war gone poorly, 2) an inconvenient defensive war, or 3) just poor empire management. I've had to use the slider in all three situations, and I don't find it particularly good.
I like workshops, so i run caste system. This means i will eventually have about 10 frownie faces from emancipation. This makes the happy slider a part of my overall strategy. I usually dont need to raise it much (or at all), but that will probably change as i play higher levels.

The thing is, you will always be able to produce more raw commerce than raw hammers, even when you don't have any towns yet.
Yah, but all the commerce in the world wont help if you dont have time to build up for war, or even worse if you are unexpectedly attacked, and it wont yield more beakers if you have no buildings.

A hammer city also has more flexibility in rapid population growth, should that be needed for whatever reason.

Not to mention, it's far easier to find a good commerce city location than a prime production city one.
This is false. Grassland and floodplains are the best things a hammer city can have. Mines are only useful early to mid game, when state property rolls around its all about workshops.

Even settled scientists will produce more raw beakers/gold than engineers do hammers. Throw in beaker multipliers, and there is no way a production city has enough hammers to rival a dedicated science city (even one without an academy) through conversion.
I dont use engineers (unless i dont have angkor wat, in which case it only happens once i run out of workshops).

State property on its own makes specialists worthless for beakers and gold. A grassland workshop gives 2 food and 3-4 hammers, a plains workshop gives 1 food and 4-5 hammers. Even with multipliers specialists cant beat that, and when you get factories the multipliers are exactly the same (unless your hammer poor cottage city somehow managed to build a lot of monasteries, and not counting academy).

Cottage cities will outtech hammer cities, and i have already said this. But they will still have less infrastructure and less production capacity. Its a tradeoff i find worthwhile.

Not to mention that cottaged commerce-cities scale well; cottages grow, while production capacity remains largely static. Bonuses from civics, technologies, and railroads don't amount to much.
You have never tried it, have you? Workshops keep growing through the game. They are pretty worthless early on, but much better than railroaded hills lategame. This applies to watermills and windmills too, but they are mostly suited for food-poor cities (i try to avoid those).

In a game a few days ago my capital was producing 500+ hammers on some wonders. 700+ during golden age. And it had quite a few coast tiles so it was not even an optimal production city.

I actually rarely drop my science slider during wars; the last time I did it was a few games back, when a Diety-level conflict was getting pretty hot, and I dropped bottomed science at 0% for two turns to raise some ~5000 gold for unit upgrades. Then I cranked the slider back up. It's that type of flexibility I'm talking about.
We have been over the happy issue so i wont comment on that again. But as far as flexibility, hammer cities have that too. They get exactly as much gold per hammer as they do beakers per hammer. Same method, different source.

Generally however, i get gold from the slider. Simpler than changing production, and for part of the game i get better commerce to gold ratio than commerce to beaker ratio.

Just because an empire has a lot of cottages doesn't mean it's weak, defenseless, or full of peace-loving hippies. Even just one military production city cranking out units non-stop will amass a very respectable army, one that make most offensives fairly trivial matters. Throw in a few more dedicated production cities, and conquer the world. Then if you find a very food rich city location, plop down the farms and plantations and get some specialists rolling.
Again, its about infrastructure. The earlier it comes up the earlier you benefit from it. I always have some cities that just cant build all the things it needs in a timely manner whenever i try CE.

Also, a cottager is more or less forced to run emancipation. When my entire empire runs on hammers i need caste system. This is where being able to use the happy slider comes in. Since im getting beakers from hammers, it also means that getting happy faces always more than makes up for whatever i lose on commerce during peaceful times.

Oh and i also run a GP farm. 2 actually. My first city is a wonder spammer and my next makes a bunch of merchants. I get about half from each.
 
Bingo! If half or more of my cities are cottage-heavy commerce cities, then they're probably never going to exceed the low 20s population-wise, and that usually places them well within the happy cap. For my larger cities running specialists, I'll find much more efficient localized solutions.

And I don't buy the argument that on any given game, every single city will always be at their respective happy caps. Otherwise, I could see the use of using the Culture slider as a happy slider. But as it stands, I consider such a use as an ad hoc solution to 1) an offensive war gone poorly, 2) an inconvenient defensive war, or 3) just poor empire management. I've had to use the slider in all three situations, and I don't find it particularly good.

From what I gather, you seem to be criticising the notion of using the culture slider in a SE, and then applying the logic to a CE? You simply cannot compare the use of the culture slider in a SE with a CE. If you are running a SE you will be losing most of your commerce from weedy +1 riverside farms. Whilst there is "some" waste, it tends to be negligible (especially if you are not blasting culture at 100%), and the benefits that come with the Caste System include not only infinite scientists/merchants/artists, but also +1 for Workshops too. Yes Workshops, an improvement that probably won't figure too much in a cottage spamming campaign ;). Workshops+Caste System+Communism become very respectable indeed. If I am running a SE, when a flatland isn't farmed, it's work shopped, and I don't like the slacker work ethic Emancipation seems to bring to them. :p
 
national epic, specialist buildings is all you need. just max out the health and happiness as per any city (GT or NP can help if necessary) and make sure you have lotsa food and away you go. you don't always have a great gpfarm city available, but enemy capitals make good ones 9/10 times
 
I generally don't pair the National Epic and National Park. Their terrain requirements don't fit together that well (I could get a free specialist from a grassland forest, but then I could chop it and farm it which will give me a specialist after biology anyway). The National park generally forms a second GP farm in the mid game, often in a chunk of tundra forest, which is usually fairly redundant otherwise. (Though Sushi and lumbermills can make a surprisingly effective production city from forested or hilly tundra).

As to specialist slots, BtS added a lot more - 7 slots for spies for starters from ordinary city improvements. There's also the industrial park for engineer slots. I'm usually running near the limit of specialist slots with Sushi/National Park, but there's generally just enough, particularly if I can build several temples.

Think about it:

7 spies, 5 engineers, 4 artists, 4 merchants, 3 or 4 priests. That should cover most things (though the broadcast tower and industrial park admittedly appear quite late).

Obviously you have to take potluck on GP type, but it's rare for a GP to be completely useless (I admit I get a bit annoyed if I draw 2 great prophets in a row in the late game...)
 
Can't have enought Hammers :D

Seriousl, I often end up rush-buying the buildings needed for specialists slot in the Late Game - National Park GP Farm... Making the building that give Engineer slots first helps a little bit with future buildings...
 
How many hammers per turn are people thinking they are getting out of their GP farm?

When in full swing, running a SE with NP+NE, as little as 1 base hammer. When building infrastructure, the specialists work the mines (if there are any hills), or I may alternate between building farms and workshops. So it varies.

In a CE my GP farm is often some multi-function city. So the number of hammers tends to vary depending on what the other function is. I haven't tried combining the NP with the NE in a CE yet, but from reading other posts in this thread I am tempted to give the GP lottery a try. :)
 
I find that playing civs that start with fishing, which many of my favourite civs start with, I often end up on a coast with alot of food. As such I often make my capital my GP farm and later move the capital to a more central ideally landlocked cottage area and max out commerce there, often a recently deceased neighbour's capital. Since your starting location tends to have at least a decent production as well as food, I don't lack for hammers in my GP farm in these games simply from mining/cows/whathaveyou..
 
Back
Top Bottom