Creepy Old Man:
I checked your algebra and it seems to be more or less consistent. Have to check the manipulations later on and do some checking against standard speed.
By your estimate here, it will only take about 100 turns for a moderately good production site (20 base hammers) on epic speed to trounce what it could have done without Forges in terms of both gold and hammers. In other words, after 100 turns, the Forge is just pure profit.
Prior to those 100 turns, the Forge speeds production on units - particularly for new units that may not have been previously available prior to a new tech coming online.
For instance, if you had Metal Casting and complete the Forge before Steel comes online, and you have a 20 base hammer site, the non-Forge city will take 13 turns to make a new Longsword after you research the tech, whereas a Forge city will only take 10. In order to have the gold from upkeep from a possible Forge to allow you the ability to rush buy one Longsword, you will need to have had the Forge for 370 turns prior to the rush-buy.
Essentially, this indicates that if you want Longswords in 10 turns rather than 13, it makes sense to build the Forge and pay the upkeep - the upkeep will almost never allow you to rush-buy even one extra Longsword within the time alloted where Longswords will actually still be relevant.
And yes, I am aware that Longswords is only a placeholder. Units become more expensive as time and tech advance, not cheaper. This means that the break-point to allow the rush-buy of one unit between Forge and non-Forge cities only gets bigger the more tech you have. Since the breakpoint of even Longswordsman is 370 turns, my projection is that this will never actually happen in-game.
I checked your algebra and it seems to be more or less consistent. Have to check the manipulations later on and do some checking against standard speed.
By your estimate here, it will only take about 100 turns for a moderately good production site (20 base hammers) on epic speed to trounce what it could have done without Forges in terms of both gold and hammers. In other words, after 100 turns, the Forge is just pure profit.
Prior to those 100 turns, the Forge speeds production on units - particularly for new units that may not have been previously available prior to a new tech coming online.
For instance, if you had Metal Casting and complete the Forge before Steel comes online, and you have a 20 base hammer site, the non-Forge city will take 13 turns to make a new Longsword after you research the tech, whereas a Forge city will only take 10. In order to have the gold from upkeep from a possible Forge to allow you the ability to rush buy one Longsword, you will need to have had the Forge for 370 turns prior to the rush-buy.
Essentially, this indicates that if you want Longswords in 10 turns rather than 13, it makes sense to build the Forge and pay the upkeep - the upkeep will almost never allow you to rush-buy even one extra Longsword within the time alloted where Longswords will actually still be relevant.
And yes, I am aware that Longswords is only a placeholder. Units become more expensive as time and tech advance, not cheaper. This means that the break-point to allow the rush-buy of one unit between Forge and non-Forge cities only gets bigger the more tech you have. Since the breakpoint of even Longswordsman is 370 turns, my projection is that this will never actually happen in-game.