futurehermit
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- Apr 3, 2006
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YES! That is exactly what I needed -- now I get it, thanks




No, that is what I mean when I say that the cost increase is linear, not exponential. The correct formula is: (25 + 3k^2.01) × (1 + 0.10n) where k is number of policies already adopted and n is the number of additional cities. For the 6th policy and no additional cities, that's 25 + (3×5)^2.01 = 256.2, rounded to the nearest 5 = 255. Each additional city adds only 10% of that amount to the total cost. For ten cities, that's 256.2 ×1.9 = 486.7 culture, rounded to the nearest 5 = 485.
(Sniped by sanabas! Thanks for the alternate explanation.)
So...let's see if I get this right...
The formula you provide is for COST of the next policy. If we want to know about whether or not to found the next city (i.e., the question of diminishing returns), how about the following:
You're making it too complicated.
Take your empire's current total culture per turn.
Divide that by (x+9), where x is your number of cities.
If your new city will produce more cpt, found it. If not, don't.
So, if you have a 10 city empire, producing 50 cpt, then you get 50/11 = 4.55 If your new city is going to have just a monument + liberty opener, that's 3 cpt, so slows you down. If your new city is going to have an amphitheatre too, then it'll speed things up.
You're making it too complicated.
Take your empire's current total culture per turn.
Divide that by (x+9), where x is your number of cities.
If your new city will produce more cpt, found it. If not, don't.
So, if you have a 10 city empire, producing 50 cpt, then you get 50/11 = 4.55 If your new city is going to have just a monument + liberty opener, that's 3 cpt, so slows you down. If your new city is going to have an amphitheatre too, then it'll speed things up.
Take your empire's current total culture per turn.
Divide that by (x+9), where x is your number of cities.
If your new city will produce more cpt, found it. If not, don't.
Twilight Zone Moment:
Using this formula, with the French UA, if you never build a culture building or get cpt from any source other than the capital (1), liberty (1*x), and UA (2*x), it seems that there is NEVER (at least up to where I tested at 184 cities) a point at which the new city's culture per turn (3) is not greater than the outcome of the formula!!!
Now that is no diminishing returns on a hardcore ICS![]()
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Let's say I build 14 cities as France under Liberty, but don't build any monuments or other culture buildings, don't have a pantheon yet, and don't have any other sources of culture (e.g., CSs).
According to the formula, I'm all good to have founded that 14th city.
However, once we add the +2 from monuments to each city, the formula says -- uh oh, shouldn'tve built that 14th city...
Am I all good, based on the pre-monuments outcome, or do I have diminishing returns on the 14th city, based on the post-monuments outcome?
In other words, do culture buildings/sources added *after* impact the decision whether to found or not, relative to this formula?
Your maths is bad. 13 cities = 66 cpt with liberty, monuments, france special, and 1 extra cpt in the capital. 66/22 = 3, so the 5 cpt from the new city says build it.
Just guesstimate your future numbers. Say your guess for later is 500 cpt from your 13 cities, thanks to more buildings, wonders, etc, etc. 500/22 = 22.7 cpt. Do you think your 14th city will produce 23 cpt at that point, just from the basic culture buildings + specialists? The more accurate your guesstimations, the more accurate your answer for whether to found the city or not.
That edit I put above is interesting. If, for some reason, your 'bonus' culture will never reach 9 times the base city culture, then ICS away.
Until your bonus culture reaches 9 times the base city, then more cities will make policies cheaper for now, but more expensive once you cross that threshold. It's also possible to move backwards and forward across that threshold. Until amphitheatres, the threshold is 45 cpt for France (9 x 5). Add Amphitheatres, and it jumps to 90 cpt? (add 2 for building, 3 for specialist). Add cathedrals, and it's now 144 cpt. Build sistine chapel, it increases by 25%. And so on.
After you reach it, more cities are worse. So for a city to be worth founding, it either needs to be:
-early enough that the benefit to getting the next policies outweighs the longer time it takes to get later policies
or
-contribute enough to 'bonus' culture, by generating artists to plant/trigger golden ages, build wonders, etc
or
-be indirectly useful in increasing base/bonus culture, by increasing research speed, helping conquer more puppets, etc.
Until your bonus culture reaches 9 times the base city, then more cities will make policies cheaper for now, but more expensive once you cross that threshold.
Here ya go, to bring some in-game numbers to the thread I clicked through a king CV game quick.
3 cities
Full Piety/Freedom/Liberty
Sistine, Alhambra, Hermitage, Golden Age
7 planted artists in capital
4 allied culture city-states
CPT = 855
Just finished 25th policy. 26 policy cost = 5865 with 3 cities. 5865/855=6.86. 26 policy cost = 6335 with 4 cities. 6335/6.86=923. 923-855= 68 culture needed in new city to maintain previous culture pace.
Using the exact numbers, you would need 855 × (6,900 ÷ 6,370) = 926.1 culture to maintain pace, or 71 more from the new city. Using sanabas's rule of thumb, you also need 855 ÷ (3 + 9) = 71 from the new city.
futurehermit said:Well, I wasn't assuming a monument in the newly built city, so it was 3 vs. 3. A better question I guess would've been the next city up:
14 cities = 14+28+28+1 = 71/23 = 3.09. New city produces 3 culture w/out monument, so...don't build it? Build it assuming a monument will be built soon and will pay itself back? (probably)
Just trying to get a feel for things, since the math is so complex.
I'm starting to think that our final conclusion will simply be:
Expand to as many cities as your happiness and neighbours will allow while building monuments and acquiring as much other culture as possible. Then boom your empire while knocking out your neighbours.
Pretty simplistic, but, ultimately, effective, at least on Emperor where I'm playing.
That bit isn't rule of thumb, it's exact numbers.
I'm not sure why you would want to build a city when you can just puppet one.
I agree that for a conventional Piety-based culture game that you're probably best off in the long run with as few cities as you can manage. There are enough factors that it may not be amenable to numerical analysis. For a Rationalism-based culture game, you're probably best off with indefinite expansion. Unfortunately, I don't think there has been enough serious experimentation in the community to say which approach is superior.