The Market Line (UPDATED for 1/1/2025)

Stalker0

Baller Magnus
Joined
Dec 31, 2005
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Many years ago, I did an analysis that showcased issues in the market line: https://forums.civfanatics.com/threads/the-market-line-balance-discussion.677465/

Basically, I showed that under most conditions you were better off just getting basic no bonus stone quarries rather than going the market line....if gold was your intention. Many years and balance patch later, how does the scenario look now?

So overall, the main change was that the maintenance (ongoing) costs for the market line was completely removed. Now its an upfront cost, but you don't have to maintain them like many other urban buildings. How much impact did that have? Lets find out!!!

I will be repeating the same calculation I did back in the day, and we can compare.


Scenario: Market then Grocer then Fair
We will assume a single worker. Now the worker can either build stone quarries (basic flat land quarries which have a base of 5 stone per turn) or the market series of buildings. We will run the scenario for a market, a market + a grocer, and a market + a grocer + a fair. In comparison, we will make the equivalent number of stone quarries (including adjacencies as we are making them in a circle). Our goal is to calculate X, the amount of gold per turn our city would need to generate for the market series of buildings' gold boost to be MORE PROFITABLE than our basic 5 stone per turn quarries. We will run the scenario for 50 turns after the last building finishes to give our buildings some time to accumulate.

Getting our Formulas (Heavy Math)
Spoiler :

Breakeven Formula:

Market Series Profit = Market Building Base Cost + Quarry Stone Production - Quarry Base Cost

Market Only
Time Markers:
Turn 1 - Start Quarry / Start Market
Turn 4 - Quarry 1 bonus begins
Turn 5 - Market Upkeep begins
Turn 55 - Scenario Ends

Quarry Base Cost: 1 quarries * 20 iron = 20 iron
Market Base Cost: 80 wood
Ongoing Quarry Profit: (55-4) * 5 stone = 255 stone

Breakeven Formula: .20 * X * 50 turns = 255 stone + 80 wood - 20 iron
10X = 255 stone + 80 wood - 20 iron
X = 25.5 stone + 8 wood - 2 iron
(Old Formula: X = 25.5 stone + 18 wood - 2 iron)

Market + Grocer
Time Markers:
Turn 1 - Start Quarry / Start Market
Turn 4 - Start Quarry 2, Quarry 1 bonus begins
Turn 5 - Start Grocer
Turn 7 Start Quarry 3, Quarry 2 bonus begins
Turn 10 Quarry 3 upkeep begins
Turn 60 Scenario Ends

Quarry Base Cost: 3 quarries * 20 iron = 60 iron
Market + Grocer Base Cost: 80 wood + 100 wood = 180 wood
Ongoing Costs: (60-5) * 2 wood + (60 - 10) * 5 wood = 360 wood

Breakeven Formula: .20 * X * 5 turns + .50 * X * 50 turns = 978 stone + 180 wood - 60 iron
26X = 978 stone + 180 wood - 60 iron
X = 37.62 stone + 6.92 wood - 2.31 iron
(Old Formula: X = 37.62 stone + 20.77 wood - 2.31 iron)

Market + Grocer + Fair
Time Markers:
Turn 1 - Start Quarry / Start Market
Turn 4 - Start Quarry 2, Quarry 1 bonus begins
Turn 5 - Start Grocer
Turn 7 Start Quarry 3, Quarry 2 bonus begins
Turn 10 Start Fair / Start Quarry 4, Quarry 3 bonus begins
Turn 13 Start Quarry 5, Quarry 4 bonus begins
Turn 16 Quarry 5 bonus begins
Turn 66 Scenario Ends

Costs
Quarry Base Cost: 5 quarries * 20 iron = 100 iron
Market / Grocer / Fair Base Cost: 80 + 100 + 120 = 300 wood

Profits
Quarry: 5 stone * 3 turns + 5.5 stone * 2 quarries * 3 turns + 6 stone * 3 quarries * 3 turns + (6 stone * 2 quarries * 3 turns + 6.5 stone * 2 quarries * 3 turns) + (6 stone * 1 quarry + 6.5 stone * 2 quarries + 7 stone * 2 quarries) * 50 turns = 15 + 33 + 54 + 75 + 1,650 = 1,827 stone produced

Breakeven formula
.2X * 5 turns + .5X * 6 turns + X * 50 turns = 300 wood - 100 iron + 1,827 stone
54X = 1,827 stone + 300 wood - 100 iron
X = 33.83 stone + 5.56 wood - 1.85 iron
(Old Formula: X = 33.83 stone + 14.63 wood - 1.85 iron)


Summary of Results
So now we have our easy to use formulas. From our original work, the main change is the wood price, and so we show the old wood price factor in our formulas for our upcoming comparison.

Market Only: X = 25.5*stone price + 8*wood price (old: 18) - 2*iron price
Market + Grocer: X = 37.62*stone price + 6.93*wood price (old: 20.77) - 2.31*iron price
Market + Grocer + Fair: X = 33.83*stone price + 5.56*wood price (old: 14.63) - 1.85* iron price

From these, all we need to do is pick the market price of the various resources, and we can then calculate X for that scenario. Lets look at three scenarios (but you have the formulas, feel free to use any market numbers you feel are appropriate):

Market Favorable (we are generally selling our stone and wood at half prices, and iron we are buying)
Stone: 3 gold
Wood: 3 gold
Iron: 8 gold

Common Middle Game Scenario (stone and wood we are generally buying, and the price is starting to go up. Iron is relatively cheap)
Stone: 8 gold
Wood: 8 gold
Iron: 4 gold

Scarce Resources (stone and wood are heavily bought, and up quite a bit in price. Even iron is scarce, and we are buying it as well)
Stone: 13 gold
Wood: 13 gold
Iron: 8 gold


Market Favorable
Market Only: 84.5 GPT (old: 114.5)
M + G: 115.17 GPT (old: 157)
M + G + F: 103.4 GPT (old: 131)

Common Middle Game
Market Only: 260 GPT (old: 340)
M + G: 347.16 (old: 458)
M + G + F: 307.72 GPT (380)

Scarce Resources
Market Only: 419.5 GPT (old: 550)
M + G: 560.67 GPT (old: 741)
M + G + F: 497.27 GPT (old: 615)


Conclusion
So overall, we can see a pretty significant reduction in how much money a city needs to generate to warrant the use of a Market/Grocer/Fair. That said, its still pretty high for a normal city, and you would still only consider this line for cities that are generating a good amount of money through other means if your goal is principally the cash (as many cities will still fall short of the threshold). Now you can of course always go for the specialists (which as others have rightly pointed out, the growth bonus on the higher shopkeepers is quite good). Also, fairs are pretty solid for the culture boost in a city with a lot of luxuries. Its worth mentioning that grocer's are still the weakest building in the line, they are quite expensive for their returns and so actually require the largest threshold to justify their creation.

In summary:

1) The line has gotten a notable buff from where it was several years ago.
2) The grocer remains the "weakest" of the three buildings, with a very high expensive for only a slight bump in strength.
3) Overall, the building is still a niche one, good for if you have a really strong money city or have a high culture city and you want to push growth through the specialist. But its still not a mainstay building....you should not spam the line willy nilly, but do want to consider how much money a city produces before investing.
 
Thanks for this analysis. To be honest I don't really view it that much different than a library - as controversial as that might sound.

I'm not going to place a library in every city. Hell, I barely place my libraries in more than 2 or 3 cities. Yet obviously this is one of the most powerful building sets in the game.

However, I put the library line in my capital or major science city where science is high and I know it'll hit legendary. I COULD probably make more use of spreading around, which is certainly easier to do than the market line; but I never really need to so i don't really do that.

So, similarly, I think it's fine that markets are good when you find the right spots for them. They seem strong when you have a couple of gold and some silver to work off, or a bunch of pearls and traders, etc.

Mostly - at least the way that I play, I don't think there's any building that's actually worth spamming "willy nilly" apart from perhaps the courthouse.
 
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Agree. I put markets in very high gpt cities only.
The only building I put everywhere is a garrison. Anything that produces orders is always top prio for me.
Then shrines or religious conversion I also do in all cities, for the benefits like happiness. But even if it's just for happiness, then it's not so rational to put it everywhere, it's just my OCD.
 
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