So after my last attempt to do a theoretical dive into expansion, I decided to go deeper. So I took an actual Pioneer city from the day it was founded, and tracked it through all of its milestones to see each and every bit of yield it generates, compare that to the cost of maintaining such a city, and determine if the city is actually making us profit. (and yes its as arduous as it sounds!)
Setting the Stage
I set up a Warlord difficulty game, so I could quickly get to expansion without being bothered by the AI. That said, I still played it like I would on Immortal difficulty, using build orders that I would normally, only getting wonders that my builds would normally accommodate, ensuring I had a full supply of units and proper defensive buildings, etc. I also followed a tech path that was normal for my play (aka I didn't just beeline it to pioneers and make a building).
I choose Mongolia, going Progress / Statecraft / Industry as my policy path. Why Mongolia? I wanted a civ whose bonuses would not impact the results, so it was easier to dig in to the actual benefits of the colony itself. Mongolia was perfect for that.
And so at last we came to our new fledgling colony, and my 10th city, Sanchu!
For religion I have:
1) Cathedrals (+1 gold on farms, pastures, and quarries. Gold on Border Expand (10 w/ era scaling)
2) Synagogue (+3 prod, 10% science during WLTKD)
3) Theocratic Rule (WLTKD gives +10% Faith, Culture, Gold)
4) Holy Land
5) Orthodoxy
6) Open Sky (+1 culture/faith per 2 plain/grassland. +3 gold/+1 faith on pastures).
The Method
At every milestone, I record all of the city yields, and also capture the current world science and culture rate, along with instant yields. The milestones for the city are:
1) Border Expand
2) Building Completion
3) Population Gained
I then do a bunch of math that I will show in a separate area for those that care, to determine how many yields I am gaining, versus how many yields I am losing to determine the total.
Phase I - Investment
From Turns 223 - 257, I am focusing on getting the needed buildings for the colony. Per the critiques in my last work, I am going to use heavy investment with banks for more science, and put in more buildings than I had tried in my last bit of work. Also with Progress this time to add in the benefits there. Though I am going Industry, I don't have any important Industry policies yet during this phase...so that is not a factor in this part of the analysis.
Here is the exact build order. All buildings (except the Harbor due to lack of gold) were invested in.
From Pioneer
The Yields so Far
So after 34 turns of investment, have I actually made any profit? Here are the totals. I have already subtracted the costs due to the extra city from these numbers, so a positive number is pure profit.
Science: 166
Culture: 63
Gold: -1,139 (includes the upgrade cost of a settler to pioneer)
Faith: -167 (cost of half a missionary + 2 faith buildings)
Though its cost a lot of gold, I am making some base yield profit. Its all about the instant yields right now, I am actually bleeding science and culture every turn, but the instant yields are what made the difference.
Phase 2 - Greater Investment Phase
As Phase 1 finished, we ran science process from Turns 257-272 until getting to Industry 3. Now that we gain science for our buildings, and with the new Industrial Era gives us more instant yields, its time for a bit more building.
Build Order (all buildings invested)
Our new total yields
Science: 2050
Culture: 118
Gold: -1927
Faith: 252
So the good news is we are still holding steady on culture (my effective culture output is abysmal but the insta yields are holding me a float). Meanwhile I am making actual science profit every round, Plus the insta yields for a nicer return. I'm only at ~3% extra gain, but the colony is starting to pull some weight.
Phase 3 (THE END!)
Phew, its been a lot of work putting this together. I'll clean it up and add some more things later, but for right now, here is the big note, how much did the colony actually make all things told?
This is for the whole life cycle of the colony. Turns 223 - 390, the whole show!
Science: 8,246
Culture: -1,784
Gold: 2,763
Faith: 1,846
% Gained
So now that we now our colony yields (after costs), the next natural question is....are those yields....good? Is this a solid contribution that helped me, or a pittance barely worth discussing?
Science
So now lets look at the total science produced for the whole game:
Total Science: 217,317
Total Colony Science (before costs): 14,915
So I will subtract my colony from the main and increase the new total by 3.33% (aka the amount the extra city "costs" me due to the science penalty. So (Total Science - Colony Science) * 1.033
Total before Colony: 209,142
% Increase: 3.9% (aka 217k - 209k / 209k)
So in terms of whether that is "good" or not, if I had 10 equal cities, I would expect each one to pull 10% of the weight. Obviously that is not how civ 5 works, the capital especially pulls at least twice the weight of another city, often 3 times.
If we assume the capital is twice as strong as other cities, than I would expect other cities to contribute 9%. If the capital is three times as strong, about 8.3%. So 3.9% is about half the value of a core city for perspective.
Culture
And what was my price?
Total Culture: 238,961
Colony Culture: 5,948
Total Before Colony: 240,702 (yes this number is bigger than before the subtraction, that shows our math is working, remember that the colony costs me culture, so I would have produced more "effective" culture overall if the colony had never been made).
%Decrease: -.7%
Overall: So since its commonly argued that Culture = Science in relatively yield values, we could simply add their contribution and say that the colony contributed 3.2% to the "science/culture" pool.
The Big Data: I have attached the master excel with the raw data on it. I also included a legend tab that will explain what each tab does, so hopefully it should be easy enough to follow along. For those who like things more personal, I have included some save games if you want to just see the city in a few checkpoints. Please note you will need Enhanced Naval Warfare mod to run it.
Setting the Stage
Spoiler :
I set up a Warlord difficulty game, so I could quickly get to expansion without being bothered by the AI. That said, I still played it like I would on Immortal difficulty, using build orders that I would normally, only getting wonders that my builds would normally accommodate, ensuring I had a full supply of units and proper defensive buildings, etc. I also followed a tech path that was normal for my play (aka I didn't just beeline it to pioneers and make a building).
I choose Mongolia, going Progress / Statecraft / Industry as my policy path. Why Mongolia? I wanted a civ whose bonuses would not impact the results, so it was easier to dig in to the actual benefits of the colony itself. Mongolia was perfect for that.
And so at last we came to our new fledgling colony, and my 10th city, Sanchu!
Spoiler :
For religion I have:
1) Cathedrals (+1 gold on farms, pastures, and quarries. Gold on Border Expand (10 w/ era scaling)
2) Synagogue (+3 prod, 10% science during WLTKD)
3) Theocratic Rule (WLTKD gives +10% Faith, Culture, Gold)
4) Holy Land
5) Orthodoxy
6) Open Sky (+1 culture/faith per 2 plain/grassland. +3 gold/+1 faith on pastures).
The Method
Spoiler :
At every milestone, I record all of the city yields, and also capture the current world science and culture rate, along with instant yields. The milestones for the city are:
1) Border Expand
2) Building Completion
3) Population Gained
I then do a bunch of math that I will show in a separate area for those that care, to determine how many yields I am gaining, versus how many yields I am losing to determine the total.
Phase I - Investment
Spoiler :
From Turns 223 - 257, I am focusing on getting the needed buildings for the colony. Per the critiques in my last work, I am going to use heavy investment with banks for more science, and put in more buildings than I had tried in my last bit of work. Also with Progress this time to add in the benefits there. Though I am going Industry, I don't have any important Industry policies yet during this phase...so that is not a factor in this part of the analysis.
Here is the exact build order. All buildings (except the Harbor due to lack of gold) were invested in.
From Pioneer
- Forge
- Council
- Library
- Market
- Barracks
- Granary
- Monument
- Shrine
- Well
- Bank (Cathedral and Synagogue bought with faith)
- Walls
- Castle
- Lighthouse
- Chancery
- Arena
- Amphitheater
- University
- Armory
- Temple
- Caravansary
- Harbor
- Customs House
The Yields so Far
So after 34 turns of investment, have I actually made any profit? Here are the totals. I have already subtracted the costs due to the extra city from these numbers, so a positive number is pure profit.
Science: 166
Culture: 63
Gold: -1,139 (includes the upgrade cost of a settler to pioneer)
Faith: -167 (cost of half a missionary + 2 faith buildings)
Though its cost a lot of gold, I am making some base yield profit. Its all about the instant yields right now, I am actually bleeding science and culture every turn, but the instant yields are what made the difference.
Phase 2 - Greater Investment Phase
Spoiler :
As Phase 1 finished, we ran science process from Turns 257-272 until getting to Industry 3. Now that we gain science for our buildings, and with the new Industrial Era gives us more instant yields, its time for a bit more building.
Build Order (all buildings invested)
- Workshop
- Circus
- Herbalist
- Aqueduct
- Opera House
- Arsenal
- Constabulary
- Garden
- Grocer
- Windmill
- Stables
Our new total yields
Science: 2050
Culture: 118
Gold: -1927
Faith: 252
So the good news is we are still holding steady on culture (my effective culture output is abysmal but the insta yields are holding me a float). Meanwhile I am making actual science profit every round, Plus the insta yields for a nicer return. I'm only at ~3% extra gain, but the colony is starting to pull some weight.
Phase 3 (THE END!)
Phew, its been a lot of work putting this together. I'll clean it up and add some more things later, but for right now, here is the big note, how much did the colony actually make all things told?
This is for the whole life cycle of the colony. Turns 223 - 390, the whole show!
Science: 8,246
Culture: -1,784
Gold: 2,763
Faith: 1,846
% Gained
Spoiler :
So now that we now our colony yields (after costs), the next natural question is....are those yields....good? Is this a solid contribution that helped me, or a pittance barely worth discussing?
Science
So now lets look at the total science produced for the whole game:
Total Science: 217,317
Total Colony Science (before costs): 14,915
So I will subtract my colony from the main and increase the new total by 3.33% (aka the amount the extra city "costs" me due to the science penalty. So (Total Science - Colony Science) * 1.033
Total before Colony: 209,142
% Increase: 3.9% (aka 217k - 209k / 209k)
So in terms of whether that is "good" or not, if I had 10 equal cities, I would expect each one to pull 10% of the weight. Obviously that is not how civ 5 works, the capital especially pulls at least twice the weight of another city, often 3 times.
If we assume the capital is twice as strong as other cities, than I would expect other cities to contribute 9%. If the capital is three times as strong, about 8.3%. So 3.9% is about half the value of a core city for perspective.
Culture
And what was my price?
Total Culture: 238,961
Colony Culture: 5,948
Total Before Colony: 240,702 (yes this number is bigger than before the subtraction, that shows our math is working, remember that the colony costs me culture, so I would have produced more "effective" culture overall if the colony had never been made).
%Decrease: -.7%
Overall: So since its commonly argued that Culture = Science in relatively yield values, we could simply add their contribution and say that the colony contributed 3.2% to the "science/culture" pool.
The Big Data: I have attached the master excel with the raw data on it. I also included a legend tab that will explain what each tab does, so hopefully it should be easy enough to follow along. For those who like things more personal, I have included some save games if you want to just see the city in a few checkpoints. Please note you will need Enhanced Naval Warfare mod to run it.
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