Paying for Population, post-HR / pre-Lib(ish)

toob

Chieftain
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Recently, I was inspired by this post:

The reality (which I didn't realize until vicawoo pointed it out to me) is that after the 2nd city, each one forces a move from other tile improvements to commerce to keep a viable rate, so you're really trading some of your current improvements for special tiles and weighting that against land conceded to the AI.

I took this to mean that, as cities grow (or are added), I have to move pop off of non-resource tiles (mines or farms) and onto commerce (cottages or scientists). In practice, what I do is lock down commerce tiles/scientists like I lock down resources, meaning I don't whip off of them.

So I tried something simple: For every population point in a city, I would ensure that I have one commerce-per-turn in both that city, and the capital (not counting the palace). The one in the capital is meant to come from cottages, to prepare for Bureaucracy.

This works well pre-HR (actually too well, you don't have to move very much pop onto cottages with such low happy caps). However, when HR allows the cities to grow, and techs become more expensive, this starts to underpay. (I'm lumping Calendar happiness in with HR.)

At this point, I have enough happy to grow my cities to the size I want them, but I have trouble getting enough commerce from cottages in the capital until I have access to bonuses (Bur/FS, PrintingPress, that's why I say pre-Lib-ish). In some cases, like a military city working mines instead of whipping, I can't even get the commerce I want in the city itself.

So I'm looking for something different from this admittedly simple process.

One commerce-per-pop in each city, and again in the capital, is very easy to figure out. At any point, I can look at my cities, do a simple population count, and check each city's commerce income to ensure I'm matching it. It's a static assessment that doesn't rely on knowing what happened in prior turns.

I know civ isn't stateless (setting up - and taking advantage of - snowballing is what civ mastery is). I also think that a static measure of "do I have enough commerce to expand yet?" has merit, at least as I'm trying to reach that level of mastery.

So I thought I'd ask the forum how you all determine that you're ready to expand.

How do you know you can afford to let a city grow? This is mostly about the tile you're growing onto, of course; what's your heuristic for it?

How do you know when you can afford to add another city? I'm talking about after the initial expansion, when strategic resources are already secured.

How fast do you have to tech, say, Machinery before you say to yourself, "I got that too quickly, I should have expanded more beforehand"? (Yes, "too quickly" is silly, but I hope you get what I'm trying to say here: if it's available, spending my surplus on land instead of techs is usually better, at this point in the game.)

What makes you decide that the only way you can get enough commerce is to switch to Caste and run scientists?

Of course, commerce is an input, not valuable by itself, so this isn't measuring exactly the right thing (though it's not quite wrong). That's why I'm asking what expenses you consider when growing, and how you compensate for them.
 
I don't really like to overthink things like that. I don't curb population growth due to costs. I can pretty easily tell the state of my economy running 100% tax. There are more factors than you have laid out anyway. Trade routes play a huge role. Building wealth and research. Great Person generation. Trading resources and techs for gold. The key is establishing an economy and getting Currency reasonably early. Once you have Currency, the sky is the limit.

Early on you just need some balance with your expansion until you have a sufficient economy.

What makes you decide that the only way you can get enough commerce is to switch to Caste and run scientists?

that has nothing to do with commerce

Commerce is important, but it is also about gold. Commerce and gold are not the same thing.

Lastly, looking at balancing commerce per city is going against city specialization. Focus your commerce in certain cities and let other cities deal with the production, GP generation and food based needs. Hammers can be turned into wealth(gold) or research. Food can be turned into specialists and great people.

I big misconception is what makes a good economy. It certainly doesn't mean you have to run the research slider at 100% or X%.
 
Counting commerce the way you describe it sounds... tedious.

What I do is run binary research (research either 0% or 100%). Based on how much gold I'm making at 0% I know when/how much I can expand. When I'm losing money at 0% it's time to invest in commerce tiles. One early strategy I pursue is to look for an island I can plant a city on for the trade routes.
 
Counting commerce the way you describe it sounds... tedious.

:D

I don't really like to overthink things like that.

Lol, I'm not having fun unless I'm (over)thinking things like that.

I don't curb population growth due to costs. I can pretty easily tell the state of my economy running 100% tax. There are more factors than you have laid out anyway. Trade routes play a huge role. Building wealth and research. Great Person generation. Trading resources and techs for gold. The key is establishing an economy and getting Currency reasonably early. Once you have Currency, the sky is the limit.

Early on you just need some balance with your expansion until you have a sufficient economy.



that has nothing to do with commerce

Commerce is important, but it is also about gold. Commerce and gold are not the same thing.

Lastly, looking at balancing commerce per city is going against city specialization. Focus your commerce in certain cities and let other cities deal with the production, GP generation and food based needs. Hammers can be turned into wealth(gold) or research. Food can be turned into specialists and great people.

I big misconception is what makes a good economy. It certainly doesn't mean you have to run the research slider at 100% or X%.

I disagree with exactly nothing you've said. At this point in the game, I may have a shrine and/or a settled GrtProph/Merch, but other than that, gold can only come from two sources: building wealth or <100% slider. Failgold, of course, but I usually use that in a burst when I get it, since it's more unpredictable. (I love failgold from natl wonders, which is highly predictable.)

Since I'm talking about the 4-6 city, ready to expand but economically limited era, I have few cities available for building wealth. Someone's gotta build the settlers and workers to expand, and there'd better be some military builds (I play K-Mod: I just assume they're coming soon, since they are). And some of the newest cities are still getting granaries whipped in; I don't want to build wealth before there's a granary.

Basically, I'm saying that at this point commerce=wealth, pretty much. Not exactly, as you point out, but pretty much. That's why binary research is so common (well, among the reasons why).

Which brings me to ...

What I do is run binary research (research either 0% or 100%). Based on how much gold I'm making at 0% I know when/how much I can expand. When I'm losing money at 0% it's time to invest in commerce tiles. One early strategy I pursue is to look for an island I can plant a city on for the trade routes.

Oh yeah, binary research all the way. I won't even consider not doing it, except for a strategic turn here or there, until I have PrintingPress.

I've noticed something about this phase of the game specifically. Early on, I'll make 32 gpt at 0% and be spending 2-4 at 100%. At this phase, instead of 32/4 it's more like 55/55, and just a few turns later it's 32/75 and I'm trying to stop things from failing wildly. Overexpansion seems to be the cause (at least, in my games, which is why I'm asking about this), sometimes military, but usually overexpansion.

It's not just "am I positive gpt at 0%," which you didn't actually say it was, it's "how long will it take me at 0% to save enough to run through the tech I want at 100%." (Ok, it's more complicated than that, too.) I'm trying to have more control over that duration.
 
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