@krikav
then we're just basically misunderstanding what one of us means with "town assigned to wealth".
Yes, my wording was indeed poor, not sure how to phrase it though.
You have to count in the cost of the market into balance sheet. Thus you look at 150H investment without much commerce thus you multiply only the assigned merchants (did I understand you right?), after having market you assign the production queue producing (ideally) 1H/turn.
Did I get you?
I think so! The initial hammer investment is interesting. And yes, the only thing that will get multiplied by the market is the assigned merchants.
you have to compare then with running mines, running Merchant spec is equivalent of running 1 plains mine, so you compare 3 gold from merchant x 4H->4g from plains mine.
In theory you could run grassland hills which are 1F3H thus you get equivalent of 1 merchant in gold, but let you still grow.
Sounds about right. The grassland hills are awesome.
(Great People Points are a bonus for the merchants however, but more about this later.)
Running wealth can be done without further investment after reaching currency. Merchants can be reached through CoL without markets, but if you don't Oracle Col you will typically get Currency before CoL.
The ability to produce wealth from hammers, is probably the most awesome technology bonus in the entire game.
There is a lot of variation, so we probably should lay the case. I will go back to the "build market and run merchants from it" scenario.
You have to realize that spending 150 hammers on markets has to be paid back and bring more then just straight building the wealth.
2 merchant specs with market will produce 7.5 gold/turn.
Running 2 plain hills mines on building wealth will produce 8 gold/turn. So in this scenario building market even can't catch up the straight building wealth!
Running 2 grass hill mines produces 6 gold/turn and at the same time 2f/turn. In theory you could get back the initial investment, but those 2f/turn can mean another spec or running another plain hills mine. So in reality you can't catch up here too.
You could have access to forges meaning that those plain hills mine produce 10 g/turn. How can you match up this without running commerce in the city?
This can't be cought up with. It's impossible.
The market can pay back it's cost actually only in real commerce cities, which get those science multipliers first though.
So I just don't see here room for "assigned wealth non-commerce city running merchants" as substitute for "hammer cities running building wealth on mines/workshops".
The market can pay back it's cost in commerce cities IF you have the slider lower than 100% research.
There is one other case which is pretty good for gold multipliers and that is shrined cities with settled GM's, other then real commerce cities.
You could get better gold multipliers before hammer multipliers sooner (banks+grocers x factory+CP), but not sure how to fit it in here.
This fits like a glove. This would be a ideal spot for me to build a market asap, since I know I will need it eventually in this city.
This would be a good example of a city where I would run spec merchants. And this would be the place to settle Great Merchants as well.
Even if you don't have a shrine, this would be the idea. Settle great merchants here (if possible). Build all +% gold buildings and eventually wallstreet.
This also paves the way for a nice corpration headquarter.
And since all focus is on wealth in this city, there will be little commerce and all +science buildings can be safely ignored, saving hammers.
There is additional benefit of market with happy faces, which can be pretty good, but somehow still aims towards cities with a lot of cottages to have big happy cap to work them all.
From experience, I have seldom had good use of the market as a happy-building.
One game I had all four resources, which made things interesting, but other than such extreme examples, the happy bonus is just a bonus, imo.
Sorry this is a bit longer then I though. I hope you will understand what I had in mind. Maybe you can lay your case after this message, so I can get to you somehow, since I am still not sure if we're comparing apples to apples.
I am glad that it is longer than you thought. Longer usually leaves less room for missunderstandings. I think I get your point. You are making a strong case for hammer-economy with forges and building wealth.
Such a setup is probably in most cases more profitable and efficient compared to specialist merchants, AND it adds more flexibility, since you will have a few production monsters, which can crank out troops and wonders, when there is need for this.