Explanation of the governor

TimBentley

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This article explains how the governor decides how to allocate the new citizen when a city grows or when a citizen stops resisting, assuming manage moods is off. When a city shrinks, it culturally expands for the first time, or you click on the center tile, it will allocate the citizens from scratch in some way I don't understand, adding an entertainer if there would otherwise be more unhappy citizens than happy ones. However, the new allocation after cultural growth does not matter, since the order of computation is gold->happiness->food->shields->culture.

When a city's surplus food before growth is less than 4 food per turn, a tile's value is calculated such that 1 food is equivalent to 4 shields, and 1 shield is equivalent to 4 gold. If emphasize food is turned off, any food beyond 4 food per turn before the new citizen eats or 2 food per turn after the new citizen eats is equivalent to 1 shield or 4 gold. The 4 food per turn in both cases is specifically 2*citizen consumption.

When a city's surplus food before growth is greater than or equal to 4 food per turn with no emphasis, 1 shield is equivalent to 4 food, and 1 food is equivalent to 4 gold. If any emphasis is turned on, the value of what is emphasized is multiplied by 4 so that with
emphasize food: 1 shield=1 food=16 gold
emphasize production: 1 shield=16 food=64 gold
emphasize commerce: 1 shield=4 food=4 gold
emphasize food and production: 1 shield=4 food=64 gold
emphasize food and commerce: 1 shield=1 food=4 gold
emphasize production and commerce: 1 shield=16 food=16 gold
Emphasizing all three is equivalent to emphasizing none in this situation.

There are two exceptions to the above rules. If a city is growing to its maximum size (e.g. growing to size 6 with no aqueduct or fresh water), any food beyond what is needed to not shrink is not counted (e.g. if it had been at +1fpt before growing, 1 food would be counted). If the city is in anarchy, shields and gold are not counted.

If multiple tiles have the same value, the new citizen will be placed on the lowest number of the tiles according to this picture:


If there are no available tiles, the new citizen will be a scientist if the luxury and science sliders add to 100% (i.e. tax is 0%), or a taxman otherwise.


Strategically speaking, assuming you also micromanage upon growth, emphasize production is still best, even though it is unlikely to affect anything (one example would be to choose an undeveloped mountain or desert over a developed floodplain at +4fpt). Emphasize food and commerce are unlikely to be useful, although they could help if two cities growing in the same turn are sharing an unused tile, and you want the second city to get more shields by getting that tile.

If anyone finds a situation where the governor's choice contradicted this article (it seems like emphasize production should be useful), it would be appreciated.
 
gold->happiness->food->shields->culture.

I didn't quite follow the rest of the article, but it's worth it just for this list alone.

Knowing the order in which things happen is very very helpful.

Emphasize Production is best because shields are the only thing added after growth that can lead to a direct physical benefit, i.e. something getting built.

Typically if two towns are due to grow the same turn, and both could take the same tile, I re-arrange their tiles beforehand to fix things up (if I can). This can lead to some pretty intense MM when most cities are already size 12 and using up all available tiles!
 
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