Thalassicus
Bytes and Nibblers
@gunnergoz
That's my thinking as well.
That's my thinking as well.
@gunnergoz
I appreciate your examples but I don't think I've ever had a game where even one or two cities had the 10-11 grassland to make working that many villages supportable, not to mention that such city would have no production.
Also in a 12 pop city you can't work 11 villages AND three scientists.
And I'm pretty sure that such a setup would still emphasize wide empires.
For example in your base case, two cities of 6 would offer 3pop+6lib+6scientist+10village=25 science, rather than 20 science in a single city. This is a 25% science increase just for creating an extra city.
But now let's say you split it into four cities of three pop: you get 3pop+12lib+12scientist+8villages=35 science, or almost *doubling* my science for splitting the same amount of population into smaller cities, the exact opposite of what we're trying to encourage here.
BTW, Why do villages have to be restricted to grasslands? They can very easily go on any flat or hill terrain and gain some of the underlying bonuses. I don't limit villages to only grasslands in my play. Just sayin'
I'm just looking at other ways to generate science apart from raw undeveloped population in cities. What I see as a problem is that the Civ V designers seemed to have wimped out when it came to science and decided to have it generated by raw unproductive population since that would supposedly negate the tall vs wide issue, i.e. 2 cities of 12 pop generate as much science as 1 city of 24 pop or 6 of 4 pop.
Just some food for thought.
I haven't heard anyone mention that if you move Science to villiages then you have the ability to squash another players science output by plundering thier villages.
I certainly like that idea! Remember in Civ IV if you plundered a City it would shrink into a village or village to a town or hamlet or whatever it was. It gave you a reason to get out of the cities and protect your countryside.
Or a reason to fight a war even if you didn't have as strong of an army.
How long has this been true? With the AI yield/production bug fixed, I'm not sure I like this.AIs start with the Pottery tech on higher difficulties.
How long has this been true? With the AI yield/production bug fixed, I'm not sure I like this.
If it's wonder competitiveness we're after, I'd rather face a fixed 20% AI Wonder production boost than simply handing AIs a free technology.
I agree with both parts of this, but I can't state any objective reason for preferring one over the other besides "handing out a free tech feels unfair"
How long has this been true? With the AI yield/production bug fixed, I'm not sure I like this.AIs start with the Pottery tech on higher difficulties.
If it's wonder competitiveness we're after, I'd rather face a fixed 20% AI Wonder production boost than simply handing AIs a free technology.
Gold has more uses than production. That means gold would be overpowered if we only compare #1 to balance them:
Production
Gold
- Building things (one city over time)
- Building things (anywhere, instant)
- Unit/building/road maintenance
- Bribing citystates
- Purchasing tiles
- Trade deals
- Opportunities
IMHO, a few things stand out:
Villages are very poor substitutes for mines in the pre-sailing period, since buildings will take 50% and units a whopping 100% longer to buy... As an aside, to the extent that you feel that there is some psychological factor restraining the appeal of villages, I wonder if the real story is that gamers have found mines to be so superior to villages in the early game that they simply keep on building them.
It is always at least as efficient to build infrastructure using mines as it is to buy it. It is always more efficient to build units rather than buy them sometimes considerably so.
Production is good for local construction, while gold is for global construction. If a 10city is producing 20
, that can be redirected to a newly-founded 1
city. The new city can get lots of buildings right away which would otherwise require many turns to slowly construct. This lets the new city focus on food tiles for growth.
The new city can get lots of buildings right away which would otherwise require many turns to slowly construct.
I always build farms and mines (and almost always lumber mills), adding villages only later in the game, when my population is sufficiently large, and villages gain a science reward.
Emergencies aside, the reason I buy very few units or buildings is that what gold I have usually goes to RA's and CS. Very early in the game, before I spend money on those deals, I do buy monuments and production buildings like water mills, granaries, and sometimes stables. Late in the game, when RA's are harder to come by and CS start taking care of themselves, I'll occasionally build a high-end science building in a low-hammer city, or even multiple buildings for late cities.
Production is good for local construction, while gold is for global construction.
Something to consider when balancing these improvements against each other is that villages aren't the only source of gold, while mines and lumber mills are pretty much the only source of hammers.