vranasm
Deity
well pure civic cost increase according to vic's calculation is around 0.5 gpt, then there is increased city maintenance for increased pop.
seems like he estimates the cost of pop at least 0.5 (with free happiness) and maximum around 1.6 gpt (HR hapiness)
post here http://forums.civfanatics.com/showpost.php?p=9263835&postcount=8
I used farm because in early game it's most probably the only improvement you can make.
if you use workshop you make 0f 2H tile (don't suppose you will run caste since slavery is more useful) making it a lot worse then plains hill mine (like basically only 1/2 of the hammers)
it's worth only when you start to stack techs (guilds, chemistry) when workshops start to make sense (caste+guilds makes plains workshop plains mine and look what you need for techs! and typical date you acquire them)
plains are least usable tile in game no matter how you want to spin that. They start being decent around T150 (normal speed) in the case of workshops and shine with state property (communism like T230??)
plains cottages are weak tiles (they can't feed themself), but can compensate high food bonus if you already work all better cottages (grass, flood plain)
non-riverside non-financial cottages are then completely other thing to analyze...since they basically lose to not growing into that tile in most situations (too lazy to find that Unconquered_Sun post)
seems like he estimates the cost of pop at least 0.5 (with free happiness) and maximum around 1.6 gpt (HR hapiness)
post here http://forums.civfanatics.com/showpost.php?p=9263835&postcount=8
I used farm because in early game it's most probably the only improvement you can make.
if you use workshop you make 0f 2H tile (don't suppose you will run caste since slavery is more useful) making it a lot worse then plains hill mine (like basically only 1/2 of the hammers)
it's worth only when you start to stack techs (guilds, chemistry) when workshops start to make sense (caste+guilds makes plains workshop plains mine and look what you need for techs! and typical date you acquire them)
plains are least usable tile in game no matter how you want to spin that. They start being decent around T150 (normal speed) in the case of workshops and shine with state property (communism like T230??)
plains cottages are weak tiles (they can't feed themself), but can compensate high food bonus if you already work all better cottages (grass, flood plain)
non-riverside non-financial cottages are then completely other thing to analyze...since they basically lose to not growing into that tile in most situations (too lazy to find that Unconquered_Sun post)
you're sinking into something that might not be strictly necessary. This is a real cost, and in practical cases in order to improve junk tiles and still also improve actual good tiles in a timely manner you need extra workers. There goes any "hammer advantage" you might have had, compounded further by the fact that workers stagnate growth and you invest the
caps need to be higher in cities growing onto plains in order to support the citizens working the extra tiles. Potentially this means additional infrastructure to support the pop (a plains tile with
puts you behind a specialist, and with
it's even worse since you can't work it regardless). If you need to build even ONE extra building in order to support a higher pop to work plains tiles, you push your "time to pay back investment" even further.

, and I think it's gonna beat the best non-Incan conquest Victory on Huge (by Moonsinger) by a good of 500y
.