DaviddesJ
Deity
The subject of this posting is to work out a theoretical analysis of the possible output of a city of a given size, given the following assumptions:
1. The city has access to an unlimited number of tiles of every "basic" terrain type (i.e., plains or grassland, hill or flat). The tiles may or may not have rivers; this doesn't really affect the analysis, as the city just gets +1 commerce for each river, regardless of other choices.
2. We assume all special resource tiles will automatically be worked, so we are only analyzing the incremental production from additional tiles.
3. The civilization has researched the relevant early-game technologies of Agriculture, Mining, Pottery, and Machinery (for farms, mines, cottages, windmills, and watermills). We don't have access to advanced technologies such as Chemistry or Replaceable Parts, or any relevant civics or leader attributes.
4. We assume that each cottage/hamlet/village/town is a village, worth 3 commerce; there may be some towns at this point, but there will also be some cottages and hamlets that haven't grown to villages yet. This value could be varied, with some extra complexity in the analysis.
5. We will also simplify the analysis by pretending that a city can allocate fractional citizens, e.g., 1/2 citizen on a grassland/flat/farm and 1/2 on a grassland/hill/mine. Again, this could be made more precise, with some extra complexity. Note that you can usually achieve an equivalent result to a fractional citizen by moving one citizen back and forth between different tiles on successive turns.
Immediate conclusions:
1. We can define the value of each worked tile relative to the basic unimproved grassland, which produces just enough food to feed the citizen who works it. E.g., we think of a grassland farm as +1f, because it's worth 1f more than the unimproved grassland. A plains farm is +1p. A grassland mine (on a hill, of course) is worth -1f +3p.
2. The value of a tile can be split into an improvement value and a base terrain value. The base terrain is worth 0 (grassland) or -1f +1p (plains). The hills/flat and improvement values then modify this base value. The complete table:
grassland 0
plains -1f +1p
hill/mine -1f +3p
hill/windmill +1p +1c
flat/farm +1f
flat/watermill +1p
flat/town +3c
3. Workshops are never useful, under these theoretical conditions, because hill/mine (-1f +3p) is strictly better than flat/workshop (-1f +1p).
4. Watermills are never useful, either, because hill/windmill (+1p +1c) is strictly better than flat/watermill (+1p).
5. Windmills are never needed, either, because a hill/windmill (+1p +1c) is equivalent to 1/3 of flat/farm (+1f) plus 1/3 of hill/mine (-1f +3p) plus 1/3 of flat/town (+3c).
6. Plains/flat/farm is never useful, because 1/2 of grassland/flat/farm (+1f) plus 1/2 of grassland/hill/mine (-1f +3p) is strictly better than plains/flat/farm (+1p).
7. Plains/flat/town is only useful if we have no farms, because one grassland/flat/town (+3c) plus 1/2 of grassland/hill/mine (-1f +3p) plus 1/2 of grassland/flat/farm (+1f) is strictly better than one plains/flat/town (-1f +1p +3c) plus one grassland/flat/farm (+1f).
8. Plains/hill/mine is only useful if we have no farms, because one grassland/hill/mine (-1f +3p) is strictly better than 2/3 of plains/hill/mine (-2f +4p) plus 1/3 of grassland/flat/farm (+1f).
This leads to the following optimal allocations (depending on what we are trying to maximize):
1. All grasslands, in some mix of hill/mine (-1f +3p), flat/farm (+1f), and flat/town (+3c). If we allocate a fraction X of our population to mines, Y to towns, and 1-X-Y to farms, this gives (1-2X-Y) food, (3X) production, and (3Y) commerce.
2. Plains and/or grasslands, in some mix of hill/mine (-1f +3p) and flat/town (+3c). If we allocate a fraction A of our population to mines, 1-A to towns, and a fraction B to plains, 1-B to grasslands, this gives (-A-B) food, (3A+B) production, and (3-3A) commerce.
To phrase this differently, suppose our goal is to produce P production and C commerce, per citizen. If P+C is between 0 and 3, we can do this with scheme 1 (all grasslands): we will have P/3 mines, C/3 towns, and (3-P-C)/3 farms, for a net food production of (3-2P-C)/3, per citizen. If P+C is between 3 and 4 (and C is at most 3), then we will need to use scheme 2 (mix of grasslands and plains): we will have 1-C/3 mines, C/3 towns, C+P-3 plains, 4-C-P grasslands, for a net food production of (6-3P-2C)/3, per citizen.
An example:
Suppose I found a city on default terrain (so the core produces 2f 1p 1c), and the city has one grassland/corn space which I farm and irrigate for 6f. So the net production with 1 citizen (minus his food consumption) is 6f 1p 1c (plus any river commerce). Suppose the city grows to size 10 (with no health penalty). I want it to be stable at this size, meaning I need to produce a net of -6 food with the remaining 9 citizens, or -2/3 food per citizen.
In scheme 1, this happens when (3-2P-C)/3 = -2/3, or 2P+C = 5. So, in scheme 1, I can produce as much as P=2.5, with C=0, which would give the city net production of 9*2.5+1 = 23.5, and just 1 commerce (plus rivers). This is achieved with 7.5 grassland/hill/mines and 1.5 grassland/flat/farms. Or, I could produce P=2 and C=1 (remembering that P+C can't go over 3 in scheme 1), for net production of 19, and 10 commerce. This is achieved with 6 grassland/hill/mines and 3 grassland/flat/towns. Or, I can choose something in between these two.
Or, in scheme 2, the food balance occurs when (6-3P-2C)/3 = -2/3, or 3P+2C = 8. Then I could, again, have P=2 and C=1, for net 19 production and 10 commerce (as above). Or, I could maximize commerce with P=2/3 and C=3, for net 7 production and 28 commerce. This would mean 9 towns, of which 3 are grassland and 6 are plains. Or, again, I could choose something in between these two.
In other words, for this example, for P values between 2 and 2.5, each unit of production that I give up, buys me 2 additional commerce, while maintaining the same level of food production. For P values between 0.67 and 2, each unit of production that I give up, buys me only 1.5 additional commerce, while maintaining food production. And P values between 0.67 are never optimal (i.e., I could always put out the same amount of food and commerce, and more production).
Conclusion:
I'm not sure yet if or how this sort of analysis will be useful. Of course, you don't get to choose the terrain you're on. But I'm thinking that this might eventually lead to one of two conclusions: either it might be helpful in deciding how to develop a particular city with a particular terrain mix, or it might be useful in deciding how productive a city can be in a particular site (and thus to compare one location to another).
The analysis does generally support something that I already felt to be true (and this is not going to be a big surprise to Civ IV players): that grasslands are generally better than plains. But, there are some cases where it is better to have some plains, i.e., when you already have bonus food (so you don't need any farms), and you want to put out as much production as possible.
1. The city has access to an unlimited number of tiles of every "basic" terrain type (i.e., plains or grassland, hill or flat). The tiles may or may not have rivers; this doesn't really affect the analysis, as the city just gets +1 commerce for each river, regardless of other choices.
2. We assume all special resource tiles will automatically be worked, so we are only analyzing the incremental production from additional tiles.
3. The civilization has researched the relevant early-game technologies of Agriculture, Mining, Pottery, and Machinery (for farms, mines, cottages, windmills, and watermills). We don't have access to advanced technologies such as Chemistry or Replaceable Parts, or any relevant civics or leader attributes.
4. We assume that each cottage/hamlet/village/town is a village, worth 3 commerce; there may be some towns at this point, but there will also be some cottages and hamlets that haven't grown to villages yet. This value could be varied, with some extra complexity in the analysis.
5. We will also simplify the analysis by pretending that a city can allocate fractional citizens, e.g., 1/2 citizen on a grassland/flat/farm and 1/2 on a grassland/hill/mine. Again, this could be made more precise, with some extra complexity. Note that you can usually achieve an equivalent result to a fractional citizen by moving one citizen back and forth between different tiles on successive turns.
Immediate conclusions:
1. We can define the value of each worked tile relative to the basic unimproved grassland, which produces just enough food to feed the citizen who works it. E.g., we think of a grassland farm as +1f, because it's worth 1f more than the unimproved grassland. A plains farm is +1p. A grassland mine (on a hill, of course) is worth -1f +3p.
2. The value of a tile can be split into an improvement value and a base terrain value. The base terrain is worth 0 (grassland) or -1f +1p (plains). The hills/flat and improvement values then modify this base value. The complete table:
grassland 0
plains -1f +1p
hill/mine -1f +3p
hill/windmill +1p +1c
flat/farm +1f
flat/watermill +1p
flat/town +3c
3. Workshops are never useful, under these theoretical conditions, because hill/mine (-1f +3p) is strictly better than flat/workshop (-1f +1p).
4. Watermills are never useful, either, because hill/windmill (+1p +1c) is strictly better than flat/watermill (+1p).
5. Windmills are never needed, either, because a hill/windmill (+1p +1c) is equivalent to 1/3 of flat/farm (+1f) plus 1/3 of hill/mine (-1f +3p) plus 1/3 of flat/town (+3c).
6. Plains/flat/farm is never useful, because 1/2 of grassland/flat/farm (+1f) plus 1/2 of grassland/hill/mine (-1f +3p) is strictly better than plains/flat/farm (+1p).
7. Plains/flat/town is only useful if we have no farms, because one grassland/flat/town (+3c) plus 1/2 of grassland/hill/mine (-1f +3p) plus 1/2 of grassland/flat/farm (+1f) is strictly better than one plains/flat/town (-1f +1p +3c) plus one grassland/flat/farm (+1f).
8. Plains/hill/mine is only useful if we have no farms, because one grassland/hill/mine (-1f +3p) is strictly better than 2/3 of plains/hill/mine (-2f +4p) plus 1/3 of grassland/flat/farm (+1f).
This leads to the following optimal allocations (depending on what we are trying to maximize):
1. All grasslands, in some mix of hill/mine (-1f +3p), flat/farm (+1f), and flat/town (+3c). If we allocate a fraction X of our population to mines, Y to towns, and 1-X-Y to farms, this gives (1-2X-Y) food, (3X) production, and (3Y) commerce.
2. Plains and/or grasslands, in some mix of hill/mine (-1f +3p) and flat/town (+3c). If we allocate a fraction A of our population to mines, 1-A to towns, and a fraction B to plains, 1-B to grasslands, this gives (-A-B) food, (3A+B) production, and (3-3A) commerce.
To phrase this differently, suppose our goal is to produce P production and C commerce, per citizen. If P+C is between 0 and 3, we can do this with scheme 1 (all grasslands): we will have P/3 mines, C/3 towns, and (3-P-C)/3 farms, for a net food production of (3-2P-C)/3, per citizen. If P+C is between 3 and 4 (and C is at most 3), then we will need to use scheme 2 (mix of grasslands and plains): we will have 1-C/3 mines, C/3 towns, C+P-3 plains, 4-C-P grasslands, for a net food production of (6-3P-2C)/3, per citizen.
An example:
Suppose I found a city on default terrain (so the core produces 2f 1p 1c), and the city has one grassland/corn space which I farm and irrigate for 6f. So the net production with 1 citizen (minus his food consumption) is 6f 1p 1c (plus any river commerce). Suppose the city grows to size 10 (with no health penalty). I want it to be stable at this size, meaning I need to produce a net of -6 food with the remaining 9 citizens, or -2/3 food per citizen.
In scheme 1, this happens when (3-2P-C)/3 = -2/3, or 2P+C = 5. So, in scheme 1, I can produce as much as P=2.5, with C=0, which would give the city net production of 9*2.5+1 = 23.5, and just 1 commerce (plus rivers). This is achieved with 7.5 grassland/hill/mines and 1.5 grassland/flat/farms. Or, I could produce P=2 and C=1 (remembering that P+C can't go over 3 in scheme 1), for net production of 19, and 10 commerce. This is achieved with 6 grassland/hill/mines and 3 grassland/flat/towns. Or, I can choose something in between these two.
Or, in scheme 2, the food balance occurs when (6-3P-2C)/3 = -2/3, or 3P+2C = 8. Then I could, again, have P=2 and C=1, for net 19 production and 10 commerce (as above). Or, I could maximize commerce with P=2/3 and C=3, for net 7 production and 28 commerce. This would mean 9 towns, of which 3 are grassland and 6 are plains. Or, again, I could choose something in between these two.
In other words, for this example, for P values between 2 and 2.5, each unit of production that I give up, buys me 2 additional commerce, while maintaining the same level of food production. For P values between 0.67 and 2, each unit of production that I give up, buys me only 1.5 additional commerce, while maintaining food production. And P values between 0.67 are never optimal (i.e., I could always put out the same amount of food and commerce, and more production).
Conclusion:
I'm not sure yet if or how this sort of analysis will be useful. Of course, you don't get to choose the terrain you're on. But I'm thinking that this might eventually lead to one of two conclusions: either it might be helpful in deciding how to develop a particular city with a particular terrain mix, or it might be useful in deciding how productive a city can be in a particular site (and thus to compare one location to another).
The analysis does generally support something that I already felt to be true (and this is not going to be a big surprise to Civ IV players): that grasslands are generally better than plains. But, there are some cases where it is better to have some plains, i.e., when you already have bonus food (so you don't need any farms), and you want to put out as much production as possible.