Acken
Deity
This is a thread to share early ideas and overall analysis that people have made in this version of the game. I like to take my time in these games to understand how the maths behind it work and see where the imbalances are. As a result I spent already quite a lot of time in Antiquity to look at the mechanics of food and draw up a few conclusions.
Growth bonuses:
Growth bonus decreases the food needed not increasing the food yield. This means the 50% growth in towns is equivalent to a +100% food.
Growth bonuses are additive (!) this means that +25% growth and +10% growth will be +35% growth meaning the decrease will be to 65% of the base growth cost. This is a bit crazy because here is how it compares to bonus food:
A 25% bonus growth will be equivalent to a +33% bonus yield. If you add a 10% bonus growth on top of it is equivalent to a 54% bonus yield in total. This is why a leader like Confucius can get a bit crazy: +25% base +10% pantheon +10% hanging gardens +10% expansionist when acquired in this order will make the food production equivalently increase by: 33%, 54%, 81%, 122% (totals).
The food bonus yields are in a separate category. Therefore you can consider the food production benefit to be as follow:
(Base yield) * (1 + food bonuses) * (1 + growth bonuses converted)
Where growth_bonus_converted is 1/(sum of all growth bonuses)
Worth noting that the base requirements are as follow (in antiquity)
30 34 45 76 139 247 417 665 1009
As you can see it grows a lot, fast. Meaning that to grow tall you quickly need ways to increase your food most likely through growth bonuses or base yields. The easiest way to increase base yields after a few turns is with farm towns.
As a side note I am suspecting gold bonuses to purchases work in a similar way, probably making them super good.
Towns:
Two things to note for towns. The prod -> gold conversion is just bad considering you typically have to pay for things at a 1:3 or 1:4 ratio of prod to gold. This gets better when the ratios decrease or when you get gold bonuses and gold purchase reductions (similar to growth). But unless you have such purchasing power I would suggest to transform your towns that have good production into full cities.
Towns grow super fast thanks to their bonus growth of 50%, in effect doubling the value of food in them.
They are by far the cheapest way to increase the base yield in the equation of a city. For example, if you are debating between a settler or a granary for growing a city, then there is no contest that the town is a much better investment as it is easy to bring a farm town to 30 food at pop 7 giving it all to your city and potentially boosting the base yield in the equation above by a ton.
Additionally, you cannot easily reconvert all your city food rural districts to production/gold/etc district. This is why you should be very careful imo in trying to produce a lot of food in a city that you would like to be a production powerhouse. It is much better to make towns that feed the city and have the city focus on other yields. At least in Antiquity, production is a more difficult resource to acquire in large quantity so you should try to avoid scrapping too many forest and mines with districts (if at all).
Growth bonuses:
Growth bonus decreases the food needed not increasing the food yield. This means the 50% growth in towns is equivalent to a +100% food.
Growth bonuses are additive (!) this means that +25% growth and +10% growth will be +35% growth meaning the decrease will be to 65% of the base growth cost. This is a bit crazy because here is how it compares to bonus food:
A 25% bonus growth will be equivalent to a +33% bonus yield. If you add a 10% bonus growth on top of it is equivalent to a 54% bonus yield in total. This is why a leader like Confucius can get a bit crazy: +25% base +10% pantheon +10% hanging gardens +10% expansionist when acquired in this order will make the food production equivalently increase by: 33%, 54%, 81%, 122% (totals).
The food bonus yields are in a separate category. Therefore you can consider the food production benefit to be as follow:
(Base yield) * (1 + food bonuses) * (1 + growth bonuses converted)
Where growth_bonus_converted is 1/(sum of all growth bonuses)
Worth noting that the base requirements are as follow (in antiquity)
30 34 45 76 139 247 417 665 1009
As you can see it grows a lot, fast. Meaning that to grow tall you quickly need ways to increase your food most likely through growth bonuses or base yields. The easiest way to increase base yields after a few turns is with farm towns.
As a side note I am suspecting gold bonuses to purchases work in a similar way, probably making them super good.
Towns:
Two things to note for towns. The prod -> gold conversion is just bad considering you typically have to pay for things at a 1:3 or 1:4 ratio of prod to gold. This gets better when the ratios decrease or when you get gold bonuses and gold purchase reductions (similar to growth). But unless you have such purchasing power I would suggest to transform your towns that have good production into full cities.
Towns grow super fast thanks to their bonus growth of 50%, in effect doubling the value of food in them.
They are by far the cheapest way to increase the base yield in the equation of a city. For example, if you are debating between a settler or a granary for growing a city, then there is no contest that the town is a much better investment as it is easy to bring a farm town to 30 food at pop 7 giving it all to your city and potentially boosting the base yield in the equation above by a ton.
Additionally, you cannot easily reconvert all your city food rural districts to production/gold/etc district. This is why you should be very careful imo in trying to produce a lot of food in a city that you would like to be a production powerhouse. It is much better to make towns that feed the city and have the city focus on other yields. At least in Antiquity, production is a more difficult resource to acquire in large quantity so you should try to avoid scrapping too many forest and mines with districts (if at all).
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