Usefulness of different tile yields.

sammual

Chieftain
Joined
Apr 8, 2006
Messages
17
Quick question, how much do you value each of the possible outputs of a population point?

Food
Hammers
Coins
Science
GP points
Culture
Happy Face
Strategic Resource (Not counting Bonus Hammers)
Luxury Resource (Not counting Bonus Food / Gold)

If the average 'value' is 100 how would you rate each one?

Off the top of my head I value them at:

90 Food
100 Hammers
90 Coins
110 Science
50 GP points
25 Culture
50 Happy Face
30 Strategic Resource (Each, Not counting Bonus Hammers)
150 Luxury Resource (Not counting Bonus Food / Gold)

So to me a Hammer is worth 4 Culture.

Sammual
 
It seems like such a comparison would only apply if you pursued the same strategy in each game. Are 4 culture only as good as 1 hammer if you are seeking a cultural victory?
 
It seems like such a comparison would only apply if you pursued the same strategy in each game. Are 4 culture only as good as 1 hammer if you are seeking a cultural victory?

I agree the rankings are very situational.
There are three reasons I am asking, starting location scripting, yield ballanceing via modding, and (In the far future) I am writing my own TBS game.
How do you rank the yields at the start of a game before you decide what strategy you will employ?

Sammual
 
I guess I picked a bad time to post this, it was off the first two pages before I got home from work. Anyone feel like helping me out and posting their relative values of population yields?
 
Might be being stupid, but how can a population point generate strategic or luxury resources? I'm also scratching my head trying to work out how your can produce happiness.

To be honest, I don't really think it's possible to say much given how situational it all is. Food, for example, dramatically goes down in value as soon as your empire is unhappy.
 
How can a population point generate strategic or luxury resources?

By working a tile with an improved resource on it.

To be honest, I don't really think it's possible to say much given how situational it all is. Food, for example, dramatically goes down in value as soon as your empire is unhappy.

I understand but I have reached the point in my game where my maps are generated and I need to assign starting positions. For this I need to put a numerical value on everything a tile can yield. For the AI to decide what to do with each population point I need to have values for specialists as well.

Sammual
 
Back
Top Bottom