god said:
you are basically forced to have only towns all game long
Despite the grave risk to my spiritual well-being, I have to reiterate that this is just not true. We only need enough small towns to keep our unit support 0 - we will almost certainly have plenty of corrupt towns to do that, and we will be able to grow our core towns.
However, the corruption is an issue, and I am surprised at how close the income is short-term (it is no secret that in most games Republic income is better long-term), so let's review the differences Feudalism vs. Republic again.
1. Rushing - Feudalism is pop-rush, Republic is cash-rush. Generally, I find cash-rush better, but it is not that big a difference with all our luxuries.
2. Corruption - Republic has lower corruption, Feudalism has no compensating factor.
3. Money - everything else is about money - the Republic tile bonus, the Feudalism MPs, and the unit support. This was the item that swayed things into Feudalism before. I'm going to take a closer look at General_W's numbers before I cast a vote.
EDIT - well, actually, General_W didn't post much in the way of information. Can we get screenshots of those analyses? I don't care about the Forbidden Palace one, since that is a long way off. However, I think we need to look at 0% luxuries with Feudalism and 10% luxuries with Republic to give a fair comparison.
EDIT 2 -
General_W said:
When I get home from work today, I can produce some examples if people want to see them – but just from looking back at the what I've already posted…
To keep the economy cruising at around +15 gold per turn….
Republic only yields 22 beakers per turn. (20% science)
Feudalism would produce 43 beakers per turn (50% science)
If you could also point me in the direction of where this came from... that is a pretty dramatic shift from what you posted in this thread, and I'd like to see what changed...