vale
Mathematician
I thought that would be true too but I crunched the numbers a while back for civs running sacrifice the weak and was surprised to find that Aristocracy still shows improvement assuming any sort of population caps.
Now this was dealing with happy capped cities using sacrifice the weak. I think this analysis may have been done back when what are now the civics scholarship and theocracy were in a category called education? I believe. So I may have been computing a specialist under sacrifice the weak with a scholarship bonus (not sure about this it has been a long time). I did not do the math for non sacrifice the weak but if someone wants to do it the methodology is there and is fine. Just make sure to account for the changes to civics over time.Just did the math on it and I was surprised to learn that Aristocracy + Specialists beats just specialists in that context even with all the specialist boosting civics. So we can safely remove the maybe, but now the opportunity cost of not running city states or another civic becomes more relevant since it isn't that much better.
Someone asked me to post the math so here goes:
First let me make it clear: I am making a few assumptions. First, that the health cap is higher than the happy cap (so you truly only need one food to support each population). This assumption is ok, because if it does not hold that weights things in Aristocracy's favor. Second, that the food tiles we are working are non-riverside grassland farms. The most troublesome one is that the difference in GPP is negligible, one I am forced to make because at this late stage in the game, the value of a GPP can vary wildly from game to game depending on your early game GP production. Again, it is not a perfect simulation, but its a jumping off point.
To continue, let us assume we wish to stagnate at a population of x. So to feed this population we will need to provide x food, 2 of which is coming from the center tile, so we will need to work enough farms to produce x-2 food. In the case of Aristocracy, that is (x-2)/4 farms, while in other case that is (x-2)/5 farms. The remainder of the population will be assigned as scientists who produce 5 beakers per turn (3x+2)/4 under aristocracy, (4x+2)/5 otherwise.
Total "commerce" under Aristocracy thus works out to be (17x+6)/4 and 4x+2 if otherwise. The former is greater than the latter whenever x>2.
I was also asked about cities under the happy cap. Basically you could redo the analysis above but instead of saying we want to produce x-2 food with our tiles, we could say we want to produce y food with our tiles. As long as y is less than 4x (assuming abundant grasslands), both models can reach the goal and Aristocracy will out-commerce its counterpart. Where non-Aristocracy wins in this model is that it can super-specialize itself into a full-growth mode, with a possible 5x food available on its tiles. So it can get itself to the happy cap quicker, albeit while sacrificing tons of commerce in the meantime.
I think overall though, the slight benefits in commerce that Aristocracy enjoys at that point in the game are outweighed by the gains that other available civics offer (specifically super-low maintenance with City States or better GPP production with Republic).