*This formula only works in the early game, but later you should be working ALL your resources anyway.
Later you get a range of tile improvement options though, and some people have trouble with picking them.
According to you (on grassland):
Bio farm: 16
SP caste/guild/chem shop: 18
Town (non-FIN with civics): 17.5
AI weights food/hammer/commerce 10/6/4 underneath the growth cap. The same improvements according to the AI:
Bio Farm: 40
SP shop: 44
Town: 54
Note: I believe at growth cap food = hammers, so @ cap:
Bio farm: 24
SP shop: 36
Town: 46
This valuation seems a little off to apply usefully IMO, but it may explain why the AI spams non financial coast like crazy if you leave the governor on. AI flavors/improvement favorites will affect this valuation though I'm not sure the extent numerically. I'm also not 100% sure it sets food = hammers w/o touching commerce at cap...but it's pretty clear one needs rep for bio farms to be useful. On the plus side for bio farms, they are the only one of these that is not heavily civic-dependent. A bio farm owns a shop in eman/env like crazy generally speaking (though if this is how the AI does it, it considers them equal at growth cap with that civic set).
Note: This is a coded AI value assignment. It unfortunately fails to use it in practice, or it would be somewhat better than it is right now.
The primary difference here is that you are weighting commerce lower than the AI (if you divide 10/6/4 the AI is valuing 1
= 1.5
and 1
= 2.5
.
I find it interesting that you drop commerce value relatively speaking. You're basically saying that an early farm (12
) the same thing as a town (12
before civic bonuses like bureaucracy, FS, US, or the PP tech. Basically applying what you say here suggests that outside the capitol (intended for bureaucracy), farms > cottages until probably lib + democracy, if not longer.
Maybe you value later commerce more, but based on your early rule here one should not build cottages anywhere if they won't make good use of bureaucracy commerce (where 1
= 1.5
and a village is slightly better than a farm)
I ignore riverside in this analysis since it's passive commerce, but of course it is also boosted by bureaucracy and isn't quite irrelevant to evaluating food vs commerce in the capitol...
Also note that according to you a caste workshops is almost as good as a farm with guilds and also better than anything but a town. Adding a forge makes it win over farms. Adding a library alone does not make most cottage progressions beat farms. Library + academy would, but then we're back to just 1 city generally (maybe 2 if there is a really good site).
When you're throwing your 1-5 liner up there, is this the kind of analysis you're expecting of a rookie who doesn't automatically improve corn before gold/silver without a second thought
? (Do note that both dave and the AI weight food sufficiently highly to improve food resources before a gold mine, and for good reason. Too bad the AI doesn't plan micro actions or even follow its own value structure consistently (it will work a grass forest over a mine oftentimes despite the latter weighted @28 vs 26).