readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
Ok, this is the last prettified post... damn image limit.
Now lets compare the actual output of these two theoretical cities, counting in the base terrain bonus, though ignoring buildings/rivers/etc. Note, each case counts the city getting +3
from the center tile, +2
from center tile, +2
from center tile, as well as +3 extra
but 0
/0
from a pair of
resources). A grassland forest economy at size 20 is going to produce +27
, +38
, +20
. A plains forest economy, size 20 city, produces +9
, +56
, +20
. A grassland size 20 city, cottage economy produces +14/26 :hammerss: (-20%), +50/62
. A plains cottage economy provides +12/22
(-20%), +42/52
. In each case, the extra
/extra
will tell you exactly which economy I would choose.
-Colin
Ok, a few points that I forgot. This time, I'm not prettying it up (damn forums)
The biggest point that I forgot that makes the Forest Economy so much better than the cottage economy is GoN/Forests. 1 forest (IIRC) provides .5 health. 1 forest under GoN provides (1 or .5?) happiness. This means that a size 20 city is very easy to achieve, with the forest economy, as having most of your squares as forests means that you already have 10 health and 10-20 happiness just from existing. Add in the base 4 health, base 4 happiness, and only the grasslands forest economy actually needs to worry about health/happy. This is due to it being so easy to get half a dozen sources of heath (3 land food resources, each doubled by the building), and voila, you have 20 health. On the other hand, the cottage economy, given those same health sources, is now sitting at 10 health. Meinwhile, the forest economy has 14/24 happy already, and picking up a few happy resources is so easy. However, the cottage economy has 4 happiness… getting the extra happy to support a size 20 city is significantly more difficult. This generally means that a forest economy not only gets better results from its tiles, but it also gets to use all its tiles in the early/midgame, whereas the cottage economy may be unable to.
Another point that I forgot was the timescale. Do note, I compared turn 200. Generally, in the early game, production/food/commerce are all equally prized. You need food because you need to grow. You need production because you need to expand/defend yourself. You need commerce because you need to advance tech wise to get better armies/etc. Lategame however, Production is usually the most prized. This is because you have gotten all the techs that give better food (usually), and you can afford to have cities dedicated to holding strategic areas/resources, and doing nothing else. You also have the techs that you need to conquer the world, or win by whichever victory you desire. But, the one thing that you may be missing is production. So you focus on production, so that you can pump out a unit a turn, or pump out a wonder in 5 turns, etc. Lategame, the cottage economy gives you 12-24 hammers, 60 commerce. Commerce doesn't translate well into hammers - buying something with commerce generally costs 3 gold/hammer - and here, we have 2.5-5x as much commerce as hammers. On the other hand, the forest economy actually gets ANOTHER hammer at commune with nature, bringing a forest economy city to +56 hammers, not counting base terrain. Well, gee, that’s almost 1hammer/1commerce ratio with the cottage economy. As I value production the most in the lategame, I wonder which economy I would rather use? And a grassland forest economy, using the example I had used before, gets a grand total of 87 food, 56 hammers, 20 commerce. Add in say, serfdom and a market? Suddenly, I have 113 food, for a max population size of 37 - that’s 17 specialists. Gee, I wonder, which one is NOW going to have the extra commerce? Or that can be another 34 extra hammers, for a total of 80, before any modifiers. Lategame, health and happiness shouldn't be a problem, especially as in this case I can just run scientists, put all my commerce to gold, and get +10 happiness from the gambling houses.
To end, how do you balance this? I'm not sure. However, one of the biggest points about this is that increasing maintenance costs will not balance this. Why? When I can have 1 city that produces that much (that’s definitely a unit a turn), and a few other cities that have similar numbers, why in the world would I both having a gigantic empire. I can just burn down everyone I come across from a nice safe haven of 3-4 supercities. This means that this is the Ideal civic to run for small maps, though it does loose a little power on large ones (not much though).
Now lets compare the actual output of these two theoretical cities, counting in the base terrain bonus, though ignoring buildings/rivers/etc. Note, each case counts the city getting +3


















-Colin
Ok, a few points that I forgot. This time, I'm not prettying it up (damn forums)
The biggest point that I forgot that makes the Forest Economy so much better than the cottage economy is GoN/Forests. 1 forest (IIRC) provides .5 health. 1 forest under GoN provides (1 or .5?) happiness. This means that a size 20 city is very easy to achieve, with the forest economy, as having most of your squares as forests means that you already have 10 health and 10-20 happiness just from existing. Add in the base 4 health, base 4 happiness, and only the grasslands forest economy actually needs to worry about health/happy. This is due to it being so easy to get half a dozen sources of heath (3 land food resources, each doubled by the building), and voila, you have 20 health. On the other hand, the cottage economy, given those same health sources, is now sitting at 10 health. Meinwhile, the forest economy has 14/24 happy already, and picking up a few happy resources is so easy. However, the cottage economy has 4 happiness… getting the extra happy to support a size 20 city is significantly more difficult. This generally means that a forest economy not only gets better results from its tiles, but it also gets to use all its tiles in the early/midgame, whereas the cottage economy may be unable to.
Another point that I forgot was the timescale. Do note, I compared turn 200. Generally, in the early game, production/food/commerce are all equally prized. You need food because you need to grow. You need production because you need to expand/defend yourself. You need commerce because you need to advance tech wise to get better armies/etc. Lategame however, Production is usually the most prized. This is because you have gotten all the techs that give better food (usually), and you can afford to have cities dedicated to holding strategic areas/resources, and doing nothing else. You also have the techs that you need to conquer the world, or win by whichever victory you desire. But, the one thing that you may be missing is production. So you focus on production, so that you can pump out a unit a turn, or pump out a wonder in 5 turns, etc. Lategame, the cottage economy gives you 12-24 hammers, 60 commerce. Commerce doesn't translate well into hammers - buying something with commerce generally costs 3 gold/hammer - and here, we have 2.5-5x as much commerce as hammers. On the other hand, the forest economy actually gets ANOTHER hammer at commune with nature, bringing a forest economy city to +56 hammers, not counting base terrain. Well, gee, that’s almost 1hammer/1commerce ratio with the cottage economy. As I value production the most in the lategame, I wonder which economy I would rather use? And a grassland forest economy, using the example I had used before, gets a grand total of 87 food, 56 hammers, 20 commerce. Add in say, serfdom and a market? Suddenly, I have 113 food, for a max population size of 37 - that’s 17 specialists. Gee, I wonder, which one is NOW going to have the extra commerce? Or that can be another 34 extra hammers, for a total of 80, before any modifiers. Lategame, health and happiness shouldn't be a problem, especially as in this case I can just run scientists, put all my commerce to gold, and get +10 happiness from the gambling houses.
To end, how do you balance this? I'm not sure. However, one of the biggest points about this is that increasing maintenance costs will not balance this. Why? When I can have 1 city that produces that much (that’s definitely a unit a turn), and a few other cities that have similar numbers, why in the world would I both having a gigantic empire. I can just burn down everyone I come across from a nice safe haven of 3-4 supercities. This means that this is the Ideal civic to run for small maps, though it does loose a little power on large ones (not much though).