How much gold does each town production provide?

MIS

Prince
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I assume food is 1:1. Civilopedia implies 1 production: 1 gold, but this seems unfair since it costs 4 gold to buy something for each production cost, (and you can't buy some things also).
 
With some rural tiles that are production focused, a town can produce a fair amount of money. Ive lost a 100+ gpt by just converting a town to a city on a number of occasions. I try and focus my towns either on food or production, if they arent going to be a city to either feed or fund the rest of my empire. The upside to making them production focused(as in the tiles you grab), is that if you convert them to a city, they will be able to build stuff fairly fast, unlike food towns that will need gold invested into production buildings.
 
It is 1:1 production to gold in towns. It is fair because it is still easy to buy a lot of things. Markets and yields and such make the gold rack up fast.
 
I'm of the opinion that most towns are terrible. You have to suffer them because one, you will run out of land to be able to build decent cities; two, you won't typically have the gold income to convert every town until later in the age and I think conversion to city after say 50% of the age is unlikely to recoup the cost.

You should be more willing to suffer more towns later in the game as the town bonus gets better each age and makes the yields at least somewhat comparable.
 
My biggest issue right now with towns are their specialization options are pretty meh overall. Food, production, then the one that gives influence are the only 3 worth taking. The first and last only if the city is connected. The rest of them are very situational. Their bonuses arent that impactful either imo. These options usefulness gets worse as the era goes on.
 
My biggest issue right now with towns are their specialization options are pretty meh overall. Food, production, then the one that gives influence are the only 3 worth taking. The first and last only if the city is connected. The rest of them are very situational. Their bonuses arent that impactful either imo. These options usefulness gets worse as the era goes on.
The design goal behind towns is to allow settlements that require minimal micromanagement. Towns exist to support your cities. I believe what sort of towns they become is not intended to be a major decision.
 
I believe what sort of towns they become is not intended to be a major decision.
idk about that. They lock you into whatever choice you made, so you have to carefully pick the right one. If they are going to give players options that are one and done, they should all be worth it. If there were cooldowns on when you could swap out of it, or pay to change, then having them not be as strong would be fine.

If there were techs/buildings that made these better, that could be another option. then again, these wont be until later in the era, making them still not be worth it unless you can swap around.
 
They lock you into whatever choice you made, so you have to carefully pick the right one.

(the right one is Farming/Fishing Town)

Conversion is indeed 1:1, which is also why I consider production to be a near-useless yield for towns.

Towns are definitely valuable to feed cities though, in particular later on. A town can easily produce 80-100 food in the Exploration Era, which is itself already more than a city can produce, and if you've got, say, 5 cities and 10 towns, your cities are growing three or four times as fast thanks to the towns. If you convert everything to cities, you'll hardly get specialists because they just aren't growing.

Also, building maintenance actually stacks up quite a bit in cities, and towns not having as many buildings (and converting production to gold) is quite influential in keeping your gold balance positive.
 
(the right one is Farming/Fishing Town)

Conversion is indeed 1:1, which is also why I consider production to be a near-useless yield for towns.

Towns are definitely valuable to feed cities though, in particular later on. A town can easily produce 80-100 food in the Exploration Era, which is itself already more than a city can produce, and if you've got, say, 5 cities and 10 towns, your cities are growing three or four times as fast thanks to the towns. If you convert everything to cities, you'll hardly get specialists because they just aren't growing.

Also, building maintenance actually stacks up quite a bit in cities, and towns not having as many buildings (and converting production to gold) is quite influential in keeping your gold balance positive.
Indeed, i would rank Food #1 to feed your cities, Production distant #2 for more gold, and influence #3. 1 and 3 are only good choices if they are connected though. The factory choice can be ok, but i find myself swimming in gold at that point usually. Influence also falls off imo in the later eras. This is why i find all the other choices other than food needing some help, or the food one tweaked.

I dont think production tiles are useless, as it is more gold, and is good to have when converting to a city. That city will be able to build its own stuff without too much gold needed to get it going. or you can use that gold to fund your other needs.

Overall right now, i feel food is king. More food means more tiles worked and more specialists. Gold can make up some of that ground, due to how versatile it is.

I had a 30+ pop city in my last game growing every 3 turns due to how many towns were feeding it. I like settling island towns for that purpose.

The game does have a yieldflation issue, that gets worse as the game goes on. Endeavors cost more, and the return is less compared to early in the game or era. +1 yields here and there are strong early, but pretty weak later on when you have hundreds or thousands. Im hoping its something they tackle.
 
I dont think production tiles are useless, as it is more gold

It is, yes, but it's very expensive gold.

and is good to have when converting to a city.

That is true. If I intend to turn a town into a city, I will spend money on production buildings.

The game does have a yieldflation issue, that gets worse as the game goes on. Endeavors cost more, and the return is less compared to early in the game or era. +1 yields here and there are strong early, but pretty weak later on when you have hundreds or thousands. Im hoping its something they tackle.

Agreed. I think endeavours should be 12/6 or 18 if supported in the Exploration Age and 24/12 or 36 if supported in the Modern Age. This would be much more in line with the Antiquity Age's value.
 
Note that towns that were cities in the previous age have a significant discount on being made cities again.
I’m unclear if this is the mechanic, or if it’s based on population size. Also, if you are upgrading cities at the start of an age the cost per city goes up as you start to upgrade them
 
I’m unclear if this is the mechanic, or if it’s based on population size.
In a recent game, I specifically checked the cost for a variety of town sizes that had all been cities the prior age. The cost was the same for each.

If I recall correctly, a town I had never upgraded was triple the cost.
 
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