Count the number of scientists in your games. This sounds right on paper, because long term, Progress would eventually beat Tradition in everything (except GWAM), but games are usually ending before your 8th city has any great scientists.
If I plan to kill Korea early, I will settle on river, but Im planning to just defend myself so definitely no. Settle on river means enemies ranged can shot my city from 2 tiles away and my troops must cross the river to get them, and Hwacha is no joke.Interesting how you chose to use the rivers as defence rather than settling on them. I wonder if this means waterwheel should come earlier in the tech tree.
Assuming each addition city produce average total amount of yield equal to 50% of your capital and increase cost by 7%, we have total cost is 1.07^N, and total yield is 0.5N where N is number of new cities. Solve the equation: 1.07^N=0.5N we have N=46. So the break even point is 46, less than that number any addition city bring benefitAlso, even if every new city quickly comes up to speed in population/infrastructure, at some point adding new cities cannot mathematically overcome the tech cost penalty. If the tech cost increase is 7% then I think the soft limit on cities is 14 (and that's assuming the city is instantly producing the average science of all cities right from the turn it is settled). In practice, the actual soft limit is probably much lower, like 9 or 10 I would guess, as it takes a while for a city to get up to speed and dig you out of the hole of settling it.
No I cant do that ofc, it just means Im not gonna declare war on anyone (what I do frequently )Total peace? Does that mean game over if another civilization declares war on you? Cause in my book, war is war no matter who started it.
those 7% are additive, not multiplicative, so it is 1,07 for 2 cities, 1,14 for 3 and 1,21 for 4 cities.Assuming each addition city produce average total amount of yield equal to 50% of your capital and increase cost by 7%, we have total cost is 1.07^N, and total yield is 0.5N where N is number of new cities. Solve the equation: 1.07^N=0.5N we have N=46. So the break even point is 46, less than that number any addition city bring benefit
Also, even if every new city quickly comes up to speed in population/infrastructure, at some point adding new cities cannot mathematically overcome the tech cost penalty. If the tech cost increase is 7% then I think the soft limit on cities is 14 (and that's assuming the city is instantly producing the average science of all cities right from the turn it is settled). In practice, the actual soft limit is probably much lower, like 9 or 10 I would guess, as it takes a while for a city to get up to speed and dig you out of the hole of settling it.
It is additive. For sure. You can easily check it in gameAdditive means there is no real cap from science and culture unless the city is really bad. Multiplicative means each new city needs to be 7% of your current empire's yields, which is a lot more challenging. Do we a source that conclusively states which it is?
those 7% are additive, not multiplicative, so it is 1,07 for 2 cities, 1,14 for 3 and 1,21 for 4 cities.
For both of you - back in time my friend made a formula for that, you can see it here https://forums.civfanatics.com/threads/new-version-october-9th-10-9.623188/page-4#post-14887300
You only need to adjust numbers, it was 10% per city back then, and i believe thanks to this formula people understood that 10% is too much
No it is not. In that formula N is number of non-puppets and M is number of puppets. And i have only N in denominatorI think that formula is written such that puppets increase tech costs as well?
Is Love really that bad? I've never actually picked it but it seems like it can scale pretty well later on.
Yeah, thanks. Actually i remember doing that in the past and 3 is a very good assumption for all non-city yields.From the link Owlbebach included, here's the updated formula for science (and culture too I suppose) for annexed/puppeted cities (m=puppet,n=annexed). Of course assuming all cities are equal and not including capital bonuses, wonders, policies, trade routes, etc.
https://www.wolframalpha.com/input/?i=plot+y+=++(n+m*0.2)/(1+0.07*n)+from+0+to+20
Analysis: pretty much always a good move to annex over puppet for the raw culture/science, not factoring in maintenance costs or happiness.
Here's a little exercise if you say a capital + policies + TRs + other bonuses adds 3 cities worth of science/culture and that cities after your top 5 only contribute .7 (assuming they just never reach the same potential as a core city that has more time to hit higher populations. Even then! It still gets to the point where you need to hit the ~12 city mark to make puppets better in terms of science/culture.
https://www.wolframalpha.com/input/?i=plot+y+=++(3+m*0.2+n-.3*Max[n-5,0])/(1+0.07*n)+from+0+to+20
I think I might be going for more than 8 cities in my next warmonger game!
You get to plant a lot more early academies as Tradition, which further boosts later great scientistsIn the early game, yes. In the late game? No. Its true in case of GWAM because guilds are litmited, but not true in case of GS, because you basically have scientist specialists in every cities. The increase in cost can be compensate by extra science the cities produce, and with progress, my secondary cities are produce bigger than 80% of my capital, some even better. The point is in modern era, with more cities, you will have many more Great Scientists compared to Traditions and with bonus from Rationalism, you can pop them to jump ahead in tech for a science victory.
You get to plant a lot more early academies as Tradition, which further boosts later great scientists
From the link Owlbebach included, here's the updated formula for science (and culture too I suppose) for annexed/puppeted cities (m=puppet,n=annexed). Of course assuming all cities are equal and not including capital bonuses, wonders, policies, trade routes, etc.
https://www.wolframalpha.com/input/?i=plot+y+=++(n+m*0.2)/(1+0.07*n)+from+0+to+20
Analysis: pretty much always a good move to annex over puppet for the raw culture/science, not factoring in maintenance costs or happiness.
Here's a little exercise if you say a capital + policies + TRs + other bonuses adds 3 cities worth of science/culture and that cities after your top 5 only contribute .7 (assuming they just never reach the same potential as a core city that has more time to hit higher populations. Even then! It still gets to the point where you need to hit the ~12 city mark to make puppets better in terms of science/culture.
https://www.wolframalpha.com/input/?i=plot+y+=++(3+m*0.2+n-.3*Max[n-5,0])/(1+0.07*n)+from+0+to+20
I think I might be going for more than 8 cities in my next warmonger game! Maybe 10 or 11 depending on how many are prime locations
There is added complication on top of this that is a bit harder to model:
1) the number of turns it takes for the nth city to have its science/culture be a net positive, and then how many turns after that it takes for the city to make up for all the previous turns when it was a detriment. That total turn number needs to be less than the game length, preferably far less as early yields are typically stronger than later yields
2) science/culture per turn is only one aspect of tech/policy acquisition. There's also all of the other sources of science and culture: instant yields and great person generation. Is the nth city also contributing enough in those areas? It's probably behind in great people but doing well in instant yields is my guess but it's hard to model.
3) non-science/culture yields. There's no penalty on faith, gold, production, or military supply so more cities are probably always better in those areas. There are some diminishing returns for tourism where you might start hurting yourself by settling more cities, though, especially since it might be harder for the nth city to ever contribute well in tourism given the limited sources for it.