Vocum Sineratio: evaluating production

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Dec 5, 2005
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Introduction:

Behold a baseline production megacity:

production.before.jpg


What, don't see it?

production.after.jpg


The power of State Property is no great secret, and I don't expect that 63 base producion is any kind of record.

But when I realized that this football field generates more hammers than each of the production centers in my last game, I became convinced that I didn't understand how production tradeoffs worked.

Simplifying assumptions

In this analysis, I'll be working backwards through time, from the modern era to the past.

So for the moment, I assume State Property, and all the techs needed to maximize the yield of improvements. This means big mature cities without happiness or health concerns.

Furthermore, I'm assuming cities with a production specialization. In other words, the prime directive is to maximize hammers; commerce serves only as a tie breaker, GP points matter not a whit.

I'm also assuming an effectively infinite capacity for Engineer specialists. In other words, the analysis is going to start to break down if you are dealing with cities sustaining more than 46 food per turn (52 in the ironworks city). I don't expect this to matter in practice.

Resources occassionally appear in worked mines - I've no idea how often, or what the relative probabilities are of getting strategic vs luxury resources, so I'm going to pretend that this happens infrequently enough that it can be safely ignored.

Food

With 40 food available in the fat cross, distributed entirely on good tiles, our production yield is 63.

It really doesn't matter much how that food is distributed. For example, you still get 63 hammers if you replace a plains tile with a grassland hill.

Also note that at this point, we are counting unimproved food.

The presense of desert, mountains, ocean, and other junk tiles reduces the productive population. A more general equation would be 2 * pop food yields 3 * ( pop + 1 ) hammers.

For each two food beyond 40, you get two more hammers by running an engineer specialist.

Alas, an additional one food beyond forty doesn't do so well; you get two hammers per turn when you are starving, and no hammers when you are growing. If you actually starve away a pop point, the foodbar stays empty, so the growing phase is approximately twice as long as the starvation phase. Under these conditions, an extra food is worth 2/3 of a hammer, on average.

When you do have an excess of food, there's often an opportunity to eek out an extra hammer by retooling your improvements. The banana plantation, which brings you to 42 food (65 hammers), can be replaced by a banana workshop ( 40 food, 66 hammers).

Farms

With less than 40 food available, production suffers...

production.hungerton.jpg


The two extra plains tiles give us 38 food as our base. To correct for this, we need to replace a workshop with a farm. We're giving up three hammers to get two food in return, for a net of -1H/2F. As usual, it doesn't matter whether you replace a grassland workshop or a plains workshop - the net yield is the same.

Farm here refers to any +2F improvement - deer camps, sheep pastures, banana plantations are Farms. They just have some extra vigorish, so prioritize hooking up these resources over irrigating land, when necessary.

Watermills

In the previous section, I told a small fib....

production.newhungerton.jpg


Same topology, but I'm back to 63 hammers. The big advantage of a flat stretch of river is that it can be used for either a workshop or a watermill, allowing you to add food to a city without cutting production.

So for cities lacking food, each watermill that you can put down is equivalent to an extra food. Count your watermills carefully; watermills can't be built on corners, and they can't share the same edge of river. They can be adjascent when the river zig zags.

production.riverside.jpg


For counting purposes, cow pastures are potential watermills, as the tradeoff between the pasture and a workshop is the same as the tradeoff between the watermill and the workshop. The vigorish is different in each case - watermilling cows on a river is an option if you prefer commerce to the resource.

Hills

Surprise! Adding hills to a city is neutral, and it's possible to have too many hills.

production.sevenhills.jpg


Changing these workshops to mines on hills is production neutral, because we had watermills in reserve. So we're doing ok so far, but we've run out of watermills.

production.ninehills.jpg


Two more hills means the loss of two more food. The net loss is one hammer, as we switch from three workshops to two mines and a farm.

production.levenhills.jpg


Again, we need to irrigate, and we lose another hammer.

So up to this point, we are paying 1 hammer for every two food missing in the city.

production.toomanyhills.jpg


Busted. With no more room to irrigate, we have to break out the windmills. In effect, we've converted three workshops to three windmills, which is just a lousy deal. From here on out, you lose one hammer for each food you lose.

Mirages

You have to exercise some care when counting food in tiles that you cannot improve.

production.mirage.jpg


These tiles look, from a food perspective, as though they are equivalent to a pair of grassland tiles. However, the restriction against improving an oasis means that tile represents one hammer, rather than three. In other words, you lose two hammers working that tile (which is still better than not working it, but not much).

A lake, when you have a lighthouse, is an Oasis. A lake without a lighthouse is junk.

production.desertinn.jpg


This is my favorite illusion. It looks like you have gained a hammer; instead of nine hammers courtesy of three grassland workshops, you have ten hammers at the same total food.

What's actually going on is that you have two bonus food resources (+2P) supporting a farm (-1P)! ( 10P+6F = 6P+10F ). If you have to have a farm tile, you do want to work it, but it's not as good as a Mine.

A windmill on a desert hill is an Oasis.

Resources

Each strategic resource in the fat cross adds one to your production. In a production city, Ivory is a strategic resource, uranium is not (uranium is terrain).

Each metal in your fat cross adds an additional one to your production. The four strategic metals are Aluminum, Coal, Copper, and Iron. The non-strategic metals are Corn (with irrigation), Wheat (with irrigation), and Fish (with lighthouse).

Beware of double counting: both corn and iron, when improved, give five production over the base tile. But we already counted one for the corn when trying to get the food to balance; it would be an error to count corn as food and a strategic resource and metal.

Don't forget to an extra hammer or two if the city tile has a goodie.

Improvements

In production cities, improvements are properly classified by the F+P yield they give.

You get +3 from Mines. Watermills and workshops are mines, as are the funny looking irrigation improvements one applies to corn, rice, and wheat. The city tile itself, which yields two food and a hammer without using up any food, is a Mine.

You get +2 from Farms. You don't mine gold in a production city, you farm it. Likewise you are farming horses, stone and oil - hook them up on the flats, but if you find them on a hill you would rather mine them.

You get +1 from Wineries, which include ivory camps, marble quaries, sugar and spice planations. Mining these is a better choice if you have that option, farming them a better choice when you have that option. When you have neither option, you take what you can get.

Evalutation

Just add it up. Three for every mine, two for every farm, one for every winery, one for every surplus food, one for each strategic resource, one more for each metal. Ignore any tile that isn't giving you one of those things.


References

The Complete Guide to Terrain, Improvements....
 
I'm basically a Civ IV noob. I've been playing for several months, but I'm new to the series, and my strategy is only now developing from completely aimless gameplay to mostly aimless gameplay.

I've tried to sit down and calculate production, food, and commerce values, but the mess of numbers quickly makes me give up in frustration.

So, I realize I don't have much real input, in the face of all that data, but, while it seems like a great thing to do, late in the game, what do you do before that?

I mean, supposing that sort of land would be gone by the time you actually have Machinery, and Replaceable Parts, and Electricity, not to mention Communism and State Property, what do you do up until that point?

It seems a city like that would struggle with production up until all those technologies, and even with watermills and workshops, up until the improvements of Replaceable Parts.

I don't mean this so much as a criticism, just as a question. How good is a city like that in the early game, and does its advantages later on offset the disadvantages earlier?

I still have a lot to understood. It'd be interesting if somebody could come up with a City Viewer program, even just in Visual Basic, where you could input the tiles, and calculate the improvements and values and whatnot...

How do you figure out your information? Is it just a matter of memorization? I saw your rules about improvements (Mines, Farms, Wineries), but I'm having a hard time really making sense of those, understanding how they relate to the production values as a whole.

Basically, is what you're saying that the +3 equals any combination of the Food and Production value, like +2 Food and +1 Production, and/or vice versa?

I'm just having a hard time putting it all together. And yet it's so important, for the well-being of a city. If I'm making too many farms, and not enough production, or commerce, it will affect whether I win or lose, or how quickly I advance, and yet I just seem to do everything mostly at random.

Forgive my rambling. I appreciate the information you've come up with; I just wish I could better understand it all.
 
Well Early game, up through machinery, each improvement (counting Forest as an improvement) basically gives you +1 (counting only F+P here... commerce is another matter)
Except mines on Hills which give you +2... so Hills are necessary for good early production

Also if you don't have Forests/Rivers/Plains, then the only way to get production out of the tiles is a +0 improvement, the Workshop

So basically if you want production early game look for
Hills
then
Forests/Plains
then
Rivers (needed for the Farms anyways)

However, Early game, food can be converted into production through Slavery, so if you start on a all flatland deforested Grassland/Floodplains..then that is what you want to get (along with Agriculture so you can whip your military units and food produce your settlers to get a Good city somewhere else... then you can cottage this one up.)
 
JRex said:
So, I realize I don't have much real input, in the face of all that data, but, while it seems like a great thing to do, late in the game, what do you do before that?

In the early game, you should be asking a very different question.

In the late game, you can reasonably assume that your production city can grow to size 20 soon (by dropping farms everywhere), so the question is maximizing the production of all of your tiles.

In the early game, you are no where near size 20, and unlikely to be there any time soon. Your ability to produce is tightly constrained by how much happiness is available (this constraint gets tighter at higher difficulty levels).

Another important difference - in the early game, all strategic improvements are good! The worst of them (an Ivory camp) is still better than a farm. When Biology comes in, that changes, but Biology is a long long way off.

In the early game, I use food to determine the quality of a location for all cities - is there enough food to work every tile? Can I develop enough tiles now, or do I need to wait for techs?

I then look at which tiles I'm going to be working at first, based on the size I think the city can grow to before it starts running into limits.

For a production city, my questions look like
  • Food? especially concentrated food. I'd rather have corn on a lake and a grassland tile I can't irrigate than two floodplains. Deer and
  • Sheep are good, Bananas are good, but slow.
  • Metals? Copper and Iron are the big dogs. Cows! Edit: oops, I forgot Iron is classical, not ancient
  • Other resources: Stone, Marble. Horses are stone. Ivory is Marble.
  • Hills?
  • Forrests - especially on flat tiles without fresh water, which are slow to improve otherwise. Gems are forrests, once you can dig them out of the jungle.

3880bc.cityplanning.jpg


Here's an easy example. First question - is there enough food to work all 20 tiles? I have 10 tiles that need food (5 plains tiles, four grassland hills, and the rocks), I have three tiles that have extra food (one each from the corn and pigs, 2 from the city). So I need to find 7 more food. A pasture on the pigs will give me 3 food, a farm on the corn will give me three food now, and another one when biology comes in. So this is a great city site (big surprise - it's the capital).

In truth, I don't usually count food, but instead pair up tiles that have extra food with those tiles that lack it. So the city (+2) feeds the rocks (-2), the improved pigs (+4) feeds the four hills (-1 each), the improved corn (+5 with Biology) feeds the five plains tiles (-1 each). It's not always that tidy, but it is pretty quick.

OK, now consider production, acting on the constraint that the city is limited to six citizens. Six citizens need twelve food. The production tiles I want to work are the stone and the four grassland hills. That gives me 4 food. The city gives me two more. The corn provides 6 more - a perfect fit. So at size 6, this city has a 17 hammer yield.

That's nearly three hammers per person. A single grassland farm can support a single grassland hill = 3P/2pop. So we're way ahead of the game at this point.

It starts falling off, though - we've run out of hills. From size 7 to 9, we get one more hammer per pop (working grassland forrests - alternatively by working a plains farm, but that's only an option when the plains are irrigated).

After that, things get tricky - the only 3 yield tile remaining is a plains forrest that has nothing to balance against - so we have odd food. We've also got the pigs, which allow us to run citizen specialists - converting 2F to 1P. Ick, but better than nothing.

In the classical era, things don't get any better. The only tech that changes the analysis is Metal Casting, which has two effects: it allows you to build a forge (so instead of feeding a citizen specialist to get one hammer, you can feed one engineer to get two hammers - offer limited to one engineer per forge), and you can build workshops, which allow you to trade a food for a hammer on flat tiles - so you can convert a floodplain to a plains farm, or turn an unfarmable grassland tile that you don't want to work into an unfarmable plains tile that you don't want to work.

Consider the benefit of workshops in our example. In the ancient era, the pigs (6 food) allowed us to feed two citizens, for a yield of two hammers. Now, we have the option to instead run two workshops on the plains, for a yield of four hammers. So working the pigs and two workshops is more productive than working the forrests. The pigs still aren't pulling their weight, but it is progress.

In the medieval era, things finally start looking up. Machinery allows you to improve the hills (by "farming" them with a windmill to get an extra food - this isn't better than a mine, but it is better than a hill which you can't work for lack of food) and improve river tiles with watermills. Guilds give workshops an extra hammer - now they actually improve yield, rather than just transforming it. Civil Service allows irrigation chains - you can spread farms to a lot more places. In other words, every pop point should be giving at least three yield, food and hammers always tradeable one for one.
 
That helped a lot, and it gives me some things to work on now, and certainly to think about.

So now another question I have is, late in the game, once you have State Property and all that, is it a good idea to reconfigure that example city, with the farms and workshops and all that?

I realize it's not as perfect as the first city, the "baseline production megacity," but, rather than just leaving it as-is, should you send your workers back to change things around?

I guess that's my biggest problem. To me, once a city is "done," it's done, and I leave it alone to go work on other cities, even if new technology can give me a reason to change things around. I mostly just leave it because I don't want to screw anything up, if it's already working somewhat well, I don't want to just change around the entire balance of things.

But the concept of looking at food as somewhat interchangable with production, so long as one thing can lead to the other, helps. And the idea of looking at production as "hammers per pop" is something I've never really thought about.

Well, as I said, I'll be spending some time just figuring out how everything goes together.

But thanks so much for your assistance. It was a more detailed reply than I could have hoped for, and I'll try everything out now.

Happy Civ'ing!
 
JRex said:
So now another question I have is, late in the game, once you have State Property and all that, is it a good idea to reconfigure that example city, with the farms and workshops and all that?

I tend to lump reconfiguring cities in the same category as setting up railroads, or replacing farms when Biology comes in. In other words, it's a chore to put on the queue. Getting 5% more production probably isn't more important than setting up a brand new city, for example, or hooking up the aluminum. But it is more important than waiting around until something gets pillaged.
 
There are a few things wrong in this article.

VoiceOfUnreason said:
With 40 food available in the fat cross, distributed entirely on good tiles, our production yield is 63.

It really doesn't matter much how that food is distributed. For example, you still get 63 hammers if you replace two grassland tiles with one plains and one floodplains, or if you replace a plains tile with a grassland hill.

If you replace two grasslands with a flood plains and a plains, you'll get the same amount of food and +1 hammer.

VoiceOfUnreason said:
Alas, an additional one food beyond forty doesn't do so well; you get two hammers per turn when you are starving, and no hammers when you are growing. If you actually starve away a pop point, the foodbar stays empty, so the growing phase is approximately twice as long as the starvation phase. Under these conditions, an extra food is worth 2/3 of a hammer, on average.

You don't have to get down a level at all. You can easily just grow withing a level and then go down within the same level without ever changing level. So it's 1 hammer, not 2/3.

VoiceOfUnreason said:
When you do have an excess of food, there's often an opportunity to eek out an extra hammer by retooling your improvements. The banana plantation, which brings you to 42 food (65 hammers), can be replaced by a banana workshop ( 40 food, 66 hammers).

I don't know about bananas, but for something like wheat, i certainly wouldn't put a workshop there. Better to keep a farm and use the extra food through pop rushing.

You seem to talk about this later when counting wheat as a metal, but it's not clear.

VoiceOfUnreason said:
You get +2 from Farms. You don't mine gold in a production city, you farm it. Likewise you are farming horses, stone and oil - hook them up on the flats, but if you find them on a hill you would rather mine them.

Why not put a workshop on them when on flatland?

VoiceOfUnreason said:
You get +1 from Wineries, which include ivory camps, marble quaries, sugar and spice planations. Mining these is a better choice if you have that option, farming them a better choice when you have that option. When you have neither option, you take what you can get.

When is it that you don't have the option to put a workshop on them? I'm lost.

Finally, i'd like to make a more general statement here if i may. In my experience, how much production a city can get that late in the game has much less importance than how much it can get earlier. So all this is pretty moot to me. It won't help me chose which site to choose as a production center, and won't help me decide where to put my Heroic Epic. So i must ask you naively : what's the point? What are you trying to say here?
 
One of the more interesting points is that lategame, if all of a city's tiles are improvable:

Pretty much every city can be a good production city.
Food >= 40 is the best.
Resources are not that important.
State property and workships/watermills are.
 
Well looking at Food+Production Balance

With State Property

+4=Iron+Copper+Coal+Aluminum Mines, Wheat+Corn Farms
+3=Mines, Lumbermills, Workshops, Watermills, Rice Farms, Cow+Pig Pasture, Forest Deer Camp, Fish boats
+2=Windmills, Farms, Gold+Silver+Gem Mines, Banana Plantations, Oil Wells, Clam+Crab Boats, Horse+Sheep Pasture, Stone Quarry, non forest Deer Camp

+1=Towns, Wineries, Whale Boats, Spice+Sugar Plantations, Elephant Camp, Marble Quarry
+0=Fur Camp

(non improvements)
+1=non-Commerce Resources, Floodplains


Excess Food converts to Hammers (assuming sufficient Health/Happiness)
1:1 (Through an engineer.. up to a limit and with pairs)
2:1 (Through citizens)
1:1 (Through Slavery with Granary at 20->21 pop)..+ a bit if you whip before reaching 21 pop


So late game you are looking at # Floodplains + # Resources, (Wheat, Corn, Iron, Copper, Coal, and Aluminum count double), and then

comparing the Hill+Plains tiles to the excess Food. (Watermills, Resources, City Tile, Floodplains)... -1/2 for each food short of 40, excess food is just fine (if you have Slavery, or if you get it in Pairs)

This would have to be for a Space Race Project producer because for anything But Projects, the best Production is from a US, FS Town. (Gold Rushed)

So properly this is "Evaluating Space Ship Production" [which would be why it would apply to the Late game then.]... so possibly useful for Where to put Ironworks.
 
Good article VOU :goodjob: . I am normally running State Property in the late game cause of my empire's size :hammer: ;), and I almost always run combinations of farms, windmills, and workshops in recently conquered land (because my AI partner/s stupidly pillage everything) and that is definately the way to go, but I have yet to force myself to workshop over a town, just can't make myself do it (at least until I am building spaceship parts and then everything is sacraficed for production). Do you workshop over towns? How about research?
 
Atlas* said:
Good article VOU :goodjob: . I am normally running State Property in the late game cause of my empire's size :hammer: ;), and I almost always run combinations of farms, windmills, and workshops in recently conquered land (because my AI partner/s stupidly pillage everything) and that is definately the way to go, but I have yet to force myself to workshop over a town, just can't make myself do it (at least until I am building spaceship parts and then everything is sacraficed for production). Do you workshop over towns? How about research?

My answer: in a production city, absolutely. There aren't typically many of them, though. RB Adventure 8 was a domination/conquest game, and I think I had 4 production cities at games end (more were available - I just got lazy). I don't know if the commerce city/production city ratio changes as you raise the difficulty, I suspect it doesn't change much.

  • Heroic Epic
  • Ironworks
  • West Point

Those are the big ones, so maybe you don't need more than three production cities, depending on how you combine these with other wonders.
 
I'm not understanding Desert Inn. How is this an illusion? It looks unequivically better than the baseline city.

Great article :)!
 
Thx for the thread,

I loOoove it :)
 
Gogf said:
I'm not understanding Desert Inn. How is this an illusion? It looks unequivically better than the baseline city.

Yes, it is better than the baseline. But it isn't as much better than the baseline as it should be (it has two more food, but the net is only one more hammer) because the hill is -1P (compare with a plains hill).

Illusion may not be the best term for it.
 
Best thread ive seen in a while. :goodjob:

Ive always had trouble with improvements and didnt know what the hell to use workshops for. I also didn't know how much food you needed to work 40 tiles.
 
My biggest qualm with state property is before you get it almost every city should have a whole bunch of cottages. Workshops are junk in the early game because most cities can't support them. By the time I can convert to state property those cottages are all towns. Workshopping over all those towns is just not worth it for the production boost that state property gives. Therefore I almost never use state property.

It would work fine with a specialist economy, I guess, but then specialist economies are inferior to cottage economies in terms of research so once again a major drawback is involved.

The one place I could see state property being a huge asset is for a strategy that involves teching to a certain unit, then turning research off and killing everyone with that unit.
 
Shillen said:
My biggest qualm with state property is before you get it almost every city should have a whole bunch of cottages. Workshops are junk in the early game because most cities can't support them. By the time I can convert to state property those cottages are all towns. Workshopping over all those towns is just not worth it for the production boost that state property gives. Therefore I almost never use state property.

It would work fine with a specialist economy, I guess, but then specialist economies are inferior to cottage economies in terms of research so once again a major drawback is involved.

The one place I could see state property being a huge asset is for a strategy that involves teching to a certain unit, then turning research off and killing everyone with that unit.

as VoU said, it's not designed to be done in every city
I did it very similarly to what's int his thread for a space racing IronWorks city. I didn't even bother to do it right in "secondary" parts building cities.
That leaves out 90% of your cities covered with cottages...
I had 65 base hammers (with a settled great engineer) and some improvements lacking (1 town survived my specialization efforts), which after bonus converted to 256 hammers / turn... nothing to spit on...

IMHO it's typically a space racing configuration.
Great thread by the way :goodjob:
 
Forget it, just noticed i already pointed out the 2/3 error higher up in the thread. Sorry
 
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