Questionable? I consider any tech that gives a free Great Person a priority. If I don't need the Great Person then I'm still denying it to my opponents by researching the tech first.
Does a great engineer really make that much of a difference at that point in the game? Is the game even going to last long enough for his benefits to pay off the cost of machinery?
Probably not if you're going after a Conquest or Domination victory. For an Altar or Tower victory it can shave off some time. It also depends on when you get the Great Engineer. If I'm planning on using windmills, or if I have some good chokepoints to garrison with Crossbowmen then
Machinery tends to be a midgame
* tech for me, so there's plenty of time to get use out of the GE.
(
* I prefer to build Guild of Hammers rather than building individual forges, and like to defend my cities with Longbowmen or Nightwatch, so
Machinery usually isn't much of a detour.)
Windmills are not a specialized improvement, since they provide distributed bonuses. If you always specialize your cities then specialized improvements will naturally be a better choice. They are useful with a more generalized improvement strategy, which is favorable when you are running a 50%
/ 50%
economy.
Specializing cities is always the better choice. I'm confused what difference the science slider setting would make. Commerce is commerce, and cottages = commerce.
A specialized city is going to have as few buildings as possible. That means that cities not producing significant commerce (most likely production centers) won't have any +%
or +%
buildings. Specialized cities tends to work best with a specialized economy, so you are probably either aiming for 100%
or 100%
. So, your cities that do produce significant commerce will have only one or the other type of commerce-enhancing building: if you are running a 100%
economy then they will have +%
buildings, or if you are running a 100%
economy then they will have +%
buildings.
If you aren't using specialized cities then all of your cities will have a decent amount of commerce output. Examples of this include Aristograrian farmspam or Elven cottagespam. Although it is possible to run a specialized economy in this situation, I tend to run a balanced economy with approximately 50%
/50%
. Since every city is splitting
between
and
it is beneficial to build both +%
or +%
buildings in every city (not including new cities with limited commerce output, of course). Once you've invested in several commerce-enhancing buildings in a city the extra commerce from replacing a mine with a windmill becomes attractive. Naturally a Town would provide more commerce, but at a cost of more
and requiring time to mature. As a late-game improvement change mine->windmill makes more sense than mine->cottage. Of course you could have just built a cottage there to begin with, but for Aristograrian farmspam and Elven cottagespam the
from the mine are more desirable in the early- and mid-game, because all your non-hill tiles are providing commerce but probably not a lot of
(especially in Aristograrian). Once the city has finished constructing buildings and is just a unit factory the loss of
may be less important (depending on how the game is going militarily) and so the shift of
to commerce by retooling for windmills can be done to give your economy a boost to help tackle the pricier techs.
Now, with that background out of the way, to the point: the difference the science slider makes is that a gold or science specialized economy needs to produce maximum commerce yield in the cities that are specialized for commerce output (because the production cities contribute very little commerce) - and so cottages (or Aristograrian farms + cottaged hills + specialists if working with a specialist economy) are the best choice for those cities. Production cities that don't require extra
could adopt +
improvements, but the yield will be limited because they have no +%
or +%
buildings. In a balanced economy, however, cities need to produce hammers and commerce, and so an improvement that yields both, plus extra
as well, is the best choice. Since all cities have both +%
and +%
buildings, the full benefit of +
improvements is actualized. The result is that hybrid improvements, such as the windmill, are better in a balanced economy than in a specialized one.
If you always specialize your cities then you may never see a situation in which replacing mines or towns with windmills will be useful. It is the nature of situational things to appear worthless if their "situation" never arises. Responding to that apparent worthlessness by making windmills strictly superior to mines would be unbalancing.