alpaca
King of Ungulates
- Joined
- Aug 3, 2006
- Messages
- 2,322
Compared to Civ5, where you had to pay money to upgrade your units, and city state diplomacy that provided additional yields, the only things you can do with gold in BE is to buy buildings/units and trade it with the AI.
This allows you to very easily establish an exchange rate for energy vs production and science. For production, in the early game rush buying will be worth something like 4
/
, for colonists it's more like 3.5, with the added benefit of not impeding city growth. On average, I think we could establish 3 as a reasonable exchange rate when we consider that energy has the additional benefits of being global and storable (which is rather funny seeing as we have pretty large problems in that regard in the real world).
For science, the value the AI places on science compared to energy seems to be 2.55
/
if I read the XML values correctly, although I'm unsure how much you have to pay the AI for their science. If we apply transitive properties, a hammer is worth about as much as one science, perhaps a little more. On the other hand, science is your primary objective, which is worth a little extra. Overall, I will rank it as 3 gold per science.
Food is more difficult to establish a good evaluation, as it depends on city size. For large cities, the size of the food bin increases so quickly that it probably doesn't make any sense to invest into food once you reach city size 10 or so. You also need 2 food just to feed a pop. As a rule of thumb, I would rank food at maybe 1.5
/
, perhaps 2 in the early game and maybe even less than 1 once your cities are more mature.
Culture is also difficult to rank, and its value also decreases as the game goes on. It's also harder to get than the other yields as it is mostly found on buildings. I would rank it as approximately equal to hammers or science, so 3
/
Health is a little bit of an oddball as its value depends on how close to any thresholds you are and whether the city can actually use the local health. A lot of the time, it's totally worthless. At other times, we can maybe rank it at 20% of a citizen's total yield (which is 9
), which would put it at about 2
/health. This is, at least, close to my intuitive evaluation.
If you agree with this, barring some basic food supply or a food-specialized city for trade route shenanigans, you will usually want to work mines before other basic improvements (unless you have tech upgrades). Generators still seem usually more useful than unupgraded farms. As we all know, titanium is positively sick. A titanium hill will provide 6
as well as the strategic resource. Using my exchange rates, this is equivalent to about 18
, more if you consider that you can sell each titanium to the AI for an equivalent of about 1.5
per turn
It also means thorium reactors (≈5
or 6 depending on which quest you choose) are rather bad compared to recyclers (usually something like ≈9
+ the worker speed bonus), labs (≈9 or 6 and expedition upgrade, which is probably inferior), or OER (≈9 and cheaper to build and your main source of culture in the early game). The alien preserve is actually a little better than I expected at ≈10. The vivarium and clinic or Pharmalab are also pretty bad at ≈6 or ≈7, respectively, but as I said, your evaluation of health may depend.
Academies seem a pretty good deal, turning a profit of 7
, while manufactories are pretty bad at 3
. For terrascapes, it depends on the base tile. Compared to grass, they still provide 6
. All of these become better if you have their respective virtues, with a slight advantage for the terrascapes, but they also take twice as long to build and can cost serious amounts of energy. Biowells are also rather bad at 3
(if you can use the health at all). All things considered, academies seem king, which is also my intuitive impression.
For satellites, well, it depends more on what is on your tech path. I wouldn't go out of my way to get solar collectors, they are weaker than you might think at, perhaps, 10
(the 20% bonus is difficult to estimate, I put it at 6 plus 4 tiles worked). On the other hand, they don't require strategic resources, so they're probably fine since you can spam them. Fabricators are really good, but might be too far away from your tech path if you don't have supremacy. Weather controllers are reasonable. Holomatrices are great if you can get them early enough, but they do need floatstone, which is relatively rare.
Summary:
1
≈ 3 
1
≈ 3 
1
≈ 3 
1
≈ 1.5 
1 health ≈ 2
This allows you to very easily establish an exchange rate for energy vs production and science. For production, in the early game rush buying will be worth something like 4


For science, the value the AI places on science compared to energy seems to be 2.55


Food is more difficult to establish a good evaluation, as it depends on city size. For large cities, the size of the food bin increases so quickly that it probably doesn't make any sense to invest into food once you reach city size 10 or so. You also need 2 food just to feed a pop. As a rule of thumb, I would rank food at maybe 1.5


Culture is also difficult to rank, and its value also decreases as the game goes on. It's also harder to get than the other yields as it is mostly found on buildings. I would rank it as approximately equal to hammers or science, so 3


Health is a little bit of an oddball as its value depends on how close to any thresholds you are and whether the city can actually use the local health. A lot of the time, it's totally worthless. At other times, we can maybe rank it at 20% of a citizen's total yield (which is 9


If you agree with this, barring some basic food supply or a food-specialized city for trade route shenanigans, you will usually want to work mines before other basic improvements (unless you have tech upgrades). Generators still seem usually more useful than unupgraded farms. As we all know, titanium is positively sick. A titanium hill will provide 6



It also means thorium reactors (≈5


Academies seem a pretty good deal, turning a profit of 7




For satellites, well, it depends more on what is on your tech path. I wouldn't go out of my way to get solar collectors, they are weaker than you might think at, perhaps, 10

Summary:
1


1


1


1


1 health ≈ 2
