MAS
Deity
Thanks for an interesting discussion on a different style of play than I use. However, have you determined whether it is more efficient to build that many cities, each costing a settler to build verses building fewer and larger cities yielding the same number of specialists?
Assuming the normal epic game: (without modifications to the corruption system)
Yes, its definitely better to build more small farms than a few big ones. (assuming there is a choice)
The settlers will be build by the very same corrupt cities, don't use your core cities for it. If you have 30 of these cities building a settler, you are basically building 1 settler per turn. This production will only increase, until you have enough cities to fill the land. You can jumpstart the process with a couple of cash-rushes. Each new city adds unit support and one more commerce per turn, and later one more gpt through wealth.
Imagine an all grass continent.
A metro working 20 tiles produces 82 food with rails thats for 20 pop working tiles and 21 scientist.
This will net you:
21*3 = 63 beakers
4 free unit support in republic, 8 in monarchy.
1 uncorrupted commerce in turn
1 uncorrupted shield per turn, for 1 gpt with wealth
And it costs:
1gpt maintenance for aquaduct
2gpt maintenance for hospital
2gpt maintenance for mass transit (its cheaper than the upkeep for the cleanup-crew, trust me)
1gpr maintenance for a market place , for happiness (it would be wasteful to turn scientist into entertainers)
8 lux and a market generate 20 happiness effect, this is enough to keep the 20 non-specialist pop from uprising, but if you gain WW, you'll need contentness from wonder effects or other structures as well, adding even more to the city maintenance.
Also, after size 7 it takes 40 food for a city to gain pop, and after size 13 it takes 80 food.
Now on those same 21 tiles, you plant 7 towns of size 5. 2 working 3 scientist each town:
you get:
3*3*7=63 beakers
7 free unit support in republic, 14 in monarchy.
7 uncorrupted commerce.
7 gpt from wealth.
And it costs:
No maintenance.
0% chance of pollution.
you only need to keep 1 pop happy. without WW, only one lux resource can do that, with WW, even 3 lux resources can keep them under control.
All pop will grow with 20 food, and multiple pop can be gained at the same time in different cities.
If the land isn't a perfect grass landscape it gets even better, building cities on top of hills is the only way to increase the food output of the hill tiles.