Urtica dioica
Chieftain
- Joined
- May 8, 2008
- Messages
- 76
A few months ago I had an insight on how an efficient empire might be built, but my interest in Civ was waning (like my interests do, only to come back again). I wanted to play-test it before posting, but that never happened. That's the caveat.
I've read many times that one should build the biggest cities possible, or at least try to make size 20, because it saves gold on upkeep for city improvements. There's a class of improvements for which this is true, in particular the multipliers -- marketplace, bank, library, university, factory, manufacturing plant, and the various power plants. These structures work the same on a given number of squares regardless how many cities they're divided into, but with more cities, and more multipliers, upkeep rises, killing efficiency.
There's also a force in the opposite direction. The happiness improvements -- temple, cathedral, and colosseum -- become more efficient the more cities they're divided into because you get to build more of them. The same effect is even more potent with born contents and happiness wonders, which don't require upkeep.
Efficiency can be expressed by the ratio of squares worked to upkeep required. By assuming a constant amount of multiplier upkeep (two libraries covering ten squares each work just as well as one library covering twenty, with a small penalty for rounding error), you can make a chart of city sizes to find the optimum.
Here's an example, assuming 8 base upkeep (marketplace 1, library 1, bank 3, university 3), 2 born contents, Bach, and Michelangelo, meeting happiness requirements in the most efficient way possible:
Size Price/Squares Decimal Explanation
1 8/2 4.00
2 8/3 2.67
3 8/4 2.00
4 8/5 1.60 Freebies up to here from born contents and Bach
5 9/6 1.50 Add a Temple
6 9/7 1.29
7 11/8 1.38 Add Cathedral sell temple, or keep Temple add 2 luxury
8 11/9 1.22 Ignore the luxuries
9 11/10 1.10 Michelangelo keeping it going
10 11/11 1.00
11 14/12 1.17 Aqueduct and Temple and Cathedral
12 14/13 1.08
13 16/14 1.14 Luxuries beat Colosseum
14 18/15 1.20 Colosseum catches up
15 18/16 1.13 Colosseum finally wins
16 20/17 1.18 Luxuries here on out
17 22/18 1.22
18 24/19 1.26
19 26/20 1.30
20 28/21 1.33
In this scenario, selling the temple when it wasn't needed allowed size 10 to win, with only one upkeep/square. I've examined lots of these tables, changing base upkeep (say you want factories), removing Michelangelo, changing freebies (born-content plus Bach plus HG plus Cure), and selling the aqueduct when the city reaches target size (hope you don't get a famine or a siege!) In general, when you keep the aqueduct, size 10 wins a lot, and you have to add a lot of base upkeep to make colosseums worthwhile.
Now some more caveats:
This system applies when you have a certain area and you need to decide how many cities to stuff into it. I'm not suggesting you build cities without overlap and then use half the squares.
These ideas go out the window if you have a city limit, like if you're playing OCC or building a mega-empire that hits 127 cities. In those cases, it's most important to work every square you can.
On Chieftain, and maybe Warlord, you may be able to reach Robotics and launch before anyone reaches Religion. In that case, you could use Oracle to build size 9-10 cities with extreme efficiency.
Note that the efficiencies at sizes 8-16 and beyond in my chart are actually very similar. Colosseums and aqueducts are just barely not worthwhile, and easily could be worthwhile depending on the terrain. The main point is that you can grow faster, finish growing earlier, and be efficient with 0% luxuries.
In patch 3 and beyond, you lose born contents after a point. I don't think this makes a big difference though. Notice in the scenario I gave, if you lost both born contents, you could still reach size 10 just by keeping the temples. Even on Emperor, that would be fine for up to 36 cities.
Having a larger number of cities might be more expensive to defend. This is where play-testing would help.
I've read many times that one should build the biggest cities possible, or at least try to make size 20, because it saves gold on upkeep for city improvements. There's a class of improvements for which this is true, in particular the multipliers -- marketplace, bank, library, university, factory, manufacturing plant, and the various power plants. These structures work the same on a given number of squares regardless how many cities they're divided into, but with more cities, and more multipliers, upkeep rises, killing efficiency.
There's also a force in the opposite direction. The happiness improvements -- temple, cathedral, and colosseum -- become more efficient the more cities they're divided into because you get to build more of them. The same effect is even more potent with born contents and happiness wonders, which don't require upkeep.
Efficiency can be expressed by the ratio of squares worked to upkeep required. By assuming a constant amount of multiplier upkeep (two libraries covering ten squares each work just as well as one library covering twenty, with a small penalty for rounding error), you can make a chart of city sizes to find the optimum.
Here's an example, assuming 8 base upkeep (marketplace 1, library 1, bank 3, university 3), 2 born contents, Bach, and Michelangelo, meeting happiness requirements in the most efficient way possible:
Size Price/Squares Decimal Explanation
1 8/2 4.00
2 8/3 2.67
3 8/4 2.00
4 8/5 1.60 Freebies up to here from born contents and Bach
5 9/6 1.50 Add a Temple
6 9/7 1.29
7 11/8 1.38 Add Cathedral sell temple, or keep Temple add 2 luxury
8 11/9 1.22 Ignore the luxuries
9 11/10 1.10 Michelangelo keeping it going
10 11/11 1.00
11 14/12 1.17 Aqueduct and Temple and Cathedral
12 14/13 1.08
13 16/14 1.14 Luxuries beat Colosseum
14 18/15 1.20 Colosseum catches up
15 18/16 1.13 Colosseum finally wins
16 20/17 1.18 Luxuries here on out
17 22/18 1.22
18 24/19 1.26
19 26/20 1.30
20 28/21 1.33
In this scenario, selling the temple when it wasn't needed allowed size 10 to win, with only one upkeep/square. I've examined lots of these tables, changing base upkeep (say you want factories), removing Michelangelo, changing freebies (born-content plus Bach plus HG plus Cure), and selling the aqueduct when the city reaches target size (hope you don't get a famine or a siege!) In general, when you keep the aqueduct, size 10 wins a lot, and you have to add a lot of base upkeep to make colosseums worthwhile.
Now some more caveats:
This system applies when you have a certain area and you need to decide how many cities to stuff into it. I'm not suggesting you build cities without overlap and then use half the squares.
These ideas go out the window if you have a city limit, like if you're playing OCC or building a mega-empire that hits 127 cities. In those cases, it's most important to work every square you can.
On Chieftain, and maybe Warlord, you may be able to reach Robotics and launch before anyone reaches Religion. In that case, you could use Oracle to build size 9-10 cities with extreme efficiency.
Note that the efficiencies at sizes 8-16 and beyond in my chart are actually very similar. Colosseums and aqueducts are just barely not worthwhile, and easily could be worthwhile depending on the terrain. The main point is that you can grow faster, finish growing earlier, and be efficient with 0% luxuries.
In patch 3 and beyond, you lose born contents after a point. I don't think this makes a big difference though. Notice in the scenario I gave, if you lost both born contents, you could still reach size 10 just by keeping the temples. Even on Emperor, that would be fine for up to 36 cities.
Having a larger number of cities might be more expensive to defend. This is where play-testing would help.