Voremonger
Warlord
There was a discussion in the thread for the 8-16 release regarding how good a City needs to be in terms of Culture/Science to offset the increased cost for Policies/Technologies.
I understand the cost of Policies/Technologies total_cost to increase as follows:
total_cost = 1 + (n - 1) * increase_per_city,
where n is the number of non-puppeted Cities and increase_per_city is the map-dependent scalar that increases the cost of Policies/Technologies by a constant amount for each non-puppeted City (0.1 for Duel, Tiny, Small, 0.7 for Standard, 0.05 for Large, Huge).
total_cost=1 means Policies/Technologies have their "regular" cost if you have only your Capital, total_cost=2 means they're twice as expensive, and so on.
Another way to think about the increased cost for Policies/Technologies is to imagine that each new City reduces the effective Culture/Science output of all of your Cities.
We can calculate a factor beta that would have the same effect as follows:
beta = (1 + increase_per_city * (n - 1)) / (1 + increase_per_city * n) .
Note that beta is not linear in nature.
If we already have n Cities we get the following amount of Culture/Science per turn:
y_0 = n / n * y_0 = n * y_avg,
where y_0 is the total amount of Culture/Science that we are produce and y_avg is the total amount of Culture/Science that we produce per turn divided by the number of Cities.
If we were to gain a new City with Culture/Science output y_new our effective Culture would change as follows:
y_1 = (n * y_avg + y_new) * beta .
If we look for the point where a new City exactly breaks even in terms of Science/Culture we can set y_0=y_1 and rearrange it as:
y_new / y_avg = n * (1 / beta - 1) .
The left-hand side is equal to the yields from the new City relative to the average that we are getting without the new City.
The right hand side starts at a low value between 0 and 1 and converges to 1 for a very large amount of Cities.
I have visualized the results in the attached image.
The x axis represents the total number of Cities before a new City is founded/annexed.
The metric for the y axis is y_new / y_avg, meaning how the output from the new City compares to the total output of your empire divided by the number of non-puppeted Cities that you own.
The graphs show how good a new City would need to be in terms of Science/Culture to break even: to not slow down the acquisition of new Policies/Technologies.
We can see that if you have a very low amount of Cities gaining a new City is relatively worthwhile in terms of Culture/Science while the threshold for Cities that are worthwhile rises the more Cities you gain.
Please note that there are some sources of Culture/Science that do not scale with the number of Cities (Palace, guilds, killing Units with Authority) but that are for the purposes of this analysis still counted towards the average production of Culture/Science in your empire.
I understand the cost of Policies/Technologies total_cost to increase as follows:
total_cost = 1 + (n - 1) * increase_per_city,
where n is the number of non-puppeted Cities and increase_per_city is the map-dependent scalar that increases the cost of Policies/Technologies by a constant amount for each non-puppeted City (0.1 for Duel, Tiny, Small, 0.7 for Standard, 0.05 for Large, Huge).
total_cost=1 means Policies/Technologies have their "regular" cost if you have only your Capital, total_cost=2 means they're twice as expensive, and so on.
Another way to think about the increased cost for Policies/Technologies is to imagine that each new City reduces the effective Culture/Science output of all of your Cities.
We can calculate a factor beta that would have the same effect as follows:
beta = (1 + increase_per_city * (n - 1)) / (1 + increase_per_city * n) .
Note that beta is not linear in nature.
If we already have n Cities we get the following amount of Culture/Science per turn:
y_0 = n / n * y_0 = n * y_avg,
where y_0 is the total amount of Culture/Science that we are produce and y_avg is the total amount of Culture/Science that we produce per turn divided by the number of Cities.
If we were to gain a new City with Culture/Science output y_new our effective Culture would change as follows:
y_1 = (n * y_avg + y_new) * beta .
If we look for the point where a new City exactly breaks even in terms of Science/Culture we can set y_0=y_1 and rearrange it as:
y_new / y_avg = n * (1 / beta - 1) .
The left-hand side is equal to the yields from the new City relative to the average that we are getting without the new City.
The right hand side starts at a low value between 0 and 1 and converges to 1 for a very large amount of Cities.
I have visualized the results in the attached image.
The x axis represents the total number of Cities before a new City is founded/annexed.
The metric for the y axis is y_new / y_avg, meaning how the output from the new City compares to the total output of your empire divided by the number of non-puppeted Cities that you own.
The graphs show how good a new City would need to be in terms of Science/Culture to break even: to not slow down the acquisition of new Policies/Technologies.
We can see that if you have a very low amount of Cities gaining a new City is relatively worthwhile in terms of Culture/Science while the threshold for Cities that are worthwhile rises the more Cities you gain.
Please note that there are some sources of Culture/Science that do not scale with the number of Cities (Palace, guilds, killing Units with Authority) but that are for the purposes of this analysis still counted towards the average production of Culture/Science in your empire.
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