3. Workshops are never useful, under these theoretical conditions, because hill/mine (-1f +3p) is strictly better than flat/workshop (-1f +1p).[\QUOTE]
Pretty much aggree. Even in a real game, you're in a pretty bad way if you have so few hills that you're reduced to using pre-guilds workshops to get enough hammers.
DaviddesJ said:
4. Watermills are never useful, either, because hill/windmill (+1p +1c) is strictly better than flat/watermill (+1p).
Here's where you'll need to slightly modify your analysis to apply it to real conditions. For a reasonably large city the choice will never be between working either a hill/windmill or a flat/watermill. Rather it'll be about what to do with the hill tile and the flat tile that you already have. For example) 1/2 grass/hill/windmill + 1/2 grass/watermill for [+0.5p +0.5c], 1/2 grass/hill/mine + 1/2 grass/farm for [+1p], 1/2 grass/hill/windmill + 1/2 grass/flat/village for [+0.5p +1.5c], or 1/2 grass/hill/mine + 1/2 grass/flat/watermill for [-0.5f +1.5p]. You can see here that the real choice is between optimizing for hammers or for comerce, as well as whether to run a food debt to get a bit more hammers out of the tiles. It does show, however, that the watermill isn't all that good unless you're absolutely going for broke with the hammers, which would take you outside the scope of this thought experiment.
DaviddesJ said:
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).
Aggreed, with the reservations mentioned above. Windmills are a second-best improvement and wouldn't ever be useful under ideal city conditions where you can build mines, farms, and cottages to your heart's content. The other conclusions are similar.
Your math does seem to be reasonable, particularly the part about balancing food. It takes a lot of thinking and calculating in-game to apply this but it's still useful in helping to form intuitions about city spaces. Also, I think that your assumptions are particularly well suited for phase I. At this point I usually cherry-pick the best spots with the terrain I want, so not having enough hills or fgrasslands isn't a problem. For phase II, I'd suggest making two sets of calculations, one for mature cities founded during phase I and one for newer backfill cities founded more recently in poor spots (e.g. fishing villages, all hills, limited grassland, no food bonuses, etc.) Such extreme cases become increasingly relevant later in the game and are the reason Firaxis gave us workshops, windmills, and watermills. I look forward to your future work.