[NFP] Production for Cities with Different Populations

Lily_Lancer

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Assuming the first 5 citizens can work on 4-prod tiles, 5-10 work on 3-prod tiles, 10+ work on 2 prod tiles (as number of high-prod tiles are limited)

Assuming cities don't have IZ, but are radiated by an IZ with Factory & Oil Power Plant. (which is the case for most of the late-game cities)

Assuming cities have 7 amenity. City settled on 1-prod tile, with water mill. Assuming +4 other production bonuses (trade route/ campus/Holy Site/Harbor adj/ Encampment, etc. this may have various sources)


Population
4 (Ecstatic): (1+1+4*4+6+3+4)*1.2=37.2 production
6 (Happy): (1+1+5*4+3*1+6+3+4)*1.1=41.8 production
8 (Happy): (1+1+5*4+3*3+6+3+4)*1.1=48.4 production
10 (Content): (1+1+5*4+3*5+6+3+4)*1.0=50.0 production
12 (Content): (1+1+5*4+3*5+2*2+6+3+4)*1.0=54.0 production
14 (Content): (1+1+5*4+3*5+2*4+6+3+4)*1.0=58.0 production
16 (Displeased): (1+1+5*4+3*5+2*6+6+3+4)*0.9=55.8 production
18 (Displeased): (1+1+5*4+3*5+2*8+6+3+4)*0.9=59.4 production
20 (Displeased): (1+1+5*4+3*5+2*10+6+3+4)*0.8=56.0 production

Conclusion: 4-pop Cities yield about 65% of the production per turn compared with cities of 15+.
 
For Germany, assume we have +4 Hansa, and Coal Power Plant /double adj card for each city. Also assume 2 Industrial CSs.

Population
4 (Ecstatic): (1+1+4*4+6+3+16+6*2+4)*1.2=70.8 production
6 (Happy): (1+1+5*4+3*1+6+3+16+6*2+4)*1.1=72.6 production
8 (Happy): (1+1+5*4+3*3+6+3+16+6*2+4)*1.1=79.2 production
10 (Content): (1+1+5*4+3*5+6+3+16+6*2+4)*1.0=78 production
12 (Content): (1+1+5*4+3*5+2*2+6+3+16+6*2+4)*1.0=82.0 production
14 (Content): (1+1+5*4+3*5+2*4+6+3+16+6*2+4)*1.0=86.0 production
16 (Displeased): (1+1+5*4+3*5+2*6+6+3+16+6*2+4)*0.9=81.0 production
18 (Displeased): (1+1+5*4+3*5+2*8+6+3+16+6*2+4)*0.9=84.6 production
20 (Displeased): (1+1+5*4+3*5+2*10+6+16+6*2+3+4)*0.8=78.4 production

The production max at 14 pop with 86 production, a 4-pop German City yields 70.8 production.
 
So pop 4 cities shine, if they profit from radiated IZ effects of cities which have more than 4 pops...?
 
The point is that population more than 4 are basically doing nothing under the current system, they cost tremendous food and housing, but yield little or even negative in return.

Except for the Pingala city (which I may suggest to grow it to 15 for the inspiration), for other cities, we can just ignore food output when assigning citizens.

We can simply start to maximize production/science/ etc. when the city reaches 4 population, as we know population exceed 4 yields little (or even negative). No need to invest on food or housing.

A simple conclusion of this: Granary, which seems to be a must-build before Dec update, is no longer worthy for fresh water cities. Sewers too. Aqueduets too.

Settling place is more free. As long as you can harvest food or build a granary to make the city grow to 4 pop, settling without fresh water seems to have little disadvantages.


Harvesting food: No don't do that, as food worth merely nothing.

Chopping rainforests, it seems that we shouldn't chop rainforests in mid game, as they may not be worthy enough for a builder charge. Instead Lumber mills on rainforests are welcomed.
 
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Of course, this always assumes a constant amenity setup. I'm still curious how you're getting 7 amenities per city with them being at pop-4. It's certainly possible - if you happen to straddle continents, or have a UI giving amenities, etc... but I doubt I could routinely get to that limit.

There's also curious cases - for example, if pop 4 with 7 amenities is "optimal", would not a pop-8 city with 9 amenities be strictly better? So maybe the solution isn't to limit cities to size 4, but instead to plan for the Entertainment Complex (+arena) and their 2 bonus amenities as your 3rd district more often? [assuming that you're not using one of your first 2 district slots on an EC for those amenity levels already]
 
You are assuming an awful lot in a game with a crazy amount of variables.
He is very confident that he can pull it off every single game. And i sorta believe he can do it rather consistently.
Only him though, so these info dumps dont really help most players (even among Civfanatics)
 
I wonder

1.) how do you keep your Pop at 4?
2.) what is the difference to a city with Pop of 5?
 
This fails on multiple levels:

- Your production tiles are complete rubbish. Do you not know how to plant forests?
- You have a magical IZ aura even though you do not have IZs.
- How are you even affording all this stuff in pop. 4 cities?
- Higher population cities are going to have Entertainment Complexes.
 
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