Outpost growth turns.

ggmoyang

Emperor
Joined
Aug 25, 2011
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Rep. of Korea
In some video we saw it takes 15 turns to outpost grow into a city.
These were done while they're healthy, which gives +20% to growth.
So I assumed it would take 18 turns while unhealthy. (There's no proof of this.)

In Solargamer's recent African Union video, it took 12 turns with Homesteading virtue(+30%) and being healthy. 18/(1+0.3+0.2)=12, sounds right.

So I made a reference here. +150% is achieved with 2 bonus already mentioned plus KP sponsor(+50%) and connecting trade route(+50%)
KGMXE2J.jpg

If you're not KP and don't have any bonus, connecting trade route will shave precious 6 turns. But if you're KP and either healthy or have homesteading, connecting trade route will only save 2 turns and probably not worth it.

Edit: If outpost starts with additional tiles(i. e. you settle them next to your border), it becomes city faster. It maybe better to count turns needed per a tile(base 3.6) instead
 
We don't know what happens if you use a trade route - does the route rest when the city pops, or turn into a normal route? If the former, it seems a great use even if it's only a few turns.
 
I really find it weird that a non-conquered city will practically contribute nothing for that many turns on Standard.

Something seems off. Is there any information that it can do / generate anything during those turns?

EDIT: NVM, I changed my mind per responses on previous AMD thread.
 
We don't know what happens if you use a trade route - does the route rest when the city pops, or turn into a normal route? If the former, it seems a great use even if it's only a few turns.
True. But I think the latter is fine too, trades routes to new city was quite good.
I really find it weird that a non-conquered city will practically contribute nothing for that many turns on Standard.

Something seems off. Is there any information that it can do / generate anything during those turns?
No.
 
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