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Yield Value

Lily_Lancer

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I always cannot understand why some people cannot achieve victories even within T200. I'm not blaming that people, but I'll be very happy if I can help them improve.

Today I saw a thread posting their thoughts of yield value, which makes me think that maybe this being the point.

I'd like to share the yield value system I've always been using.

1Science=1Culture=2Prod=3Gold/Faith

There may be many debates on this, and yes, yield value shall be adjusted due to a certain situation. But I believe those who adopt this system will at least suffer some sorts of improvement.

BTW, if you can already fly your rocket within T200, then this may not be very helpful, since yield values at SV actually vary a lot from time to time.
 
"Suffer" some sort of improvement?

Also, shouldn't 2 prod = 4 gold? Since gold costs are usually double of production costs.

Gold is more versatile than production. That is the reason you cannot consider just the conversion ratio.

Nevertheless, regarding the OP, I haven’t managed yet a T200 victory, but I just couldn’t care less.

That is the reason, however, I cannot compare the yields from an efficiency perspective, just give some basic insights.
 
I think early culture is more important than early science. For me culture > all until I at least get the 4 policy cards. It's all about what you're going for though, different strategies will value different yields.
 
This should probably go to Strategy and Tips before OP gets blamed for not having fun.
This is definitely a strategies and tips post - I think the percentage of players who play for science victory speed runs are not the majority to say the least.
 
Buying anything seems to be at a ratio of 1 prod = 4 gold (barring other factors like government and legacy). Faith has a better conversion ratio but is more limited.
 
Geez, it's one thing to be proud about the way you play your games (speed), but you need to stop being an elitist jerk about it.

This finally needed to be said. <.<
I would argue this is actually one case where lily is actually trying to share, though, so I think this is a little more helpful.

As to the valuation above, the main "new" thing is that production is basically not valued very highly. Which there is a point to it - while it's true that if you want to buy a building or unit, it costs you 4 gold to 1 production there, there are a lot of cases where that changes:
-Upgrades if using the 50% upgrade card come with an insane ration. For example, Archer costs 60, Crossbow costs 180, but with the upgrade discount it only costs 95. If you trace it back to the slinger, you can essentially get a total cost of: ~25 production (running the 50% production card) + 45g (slinger to archer) + 95g (archer to crossbow, with 50%), meaning that your total cost of the crossbow is 25 production plus 140 gold, which is a hell of a lot less than the cost to build it.
-gold can also be used where it is most useful, whereas production (often) can't. Settle a new city, buy a builder, chop 2-3 forests/stone/deer, and suddenly you have a new district, which depending on envoys can give you a ton of science/culture/gold/etc...

If you do follow the strategy of "build an army early, and then go conquer and upgrade", you can really get far. I still haven't tried a heavy-pillage strategy, but that can also be a huge way to get boosts. And the faster you push your science forward, in essence the better returns you get. Yes, district prices go up, but chopping returns go up as well, whereas building prices do not. It's much more valuable to settle cities and chop a monument to get the culture you need than to slow-build an amphitheatre, for example.
 
Not to mention that some players don't like to abuse chopping, overflow, pre-placing districts, and early rush tactics (among others).
 
On a more helpful note I think the most likely reason why they can't achieve such turn times is because they play the game on a higher difficulty by not warmongering.
 
I'm not sure you can ever say that X culture = Y science because you need them both. Faith is also problematic because it has to be used in specific ways. It can be critical depending on your civ/ play-style or it can be almost completely irrelevant. To it's credit this game doesn't lend itself to direct conversions.
 
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Powerplaying tend to be quite boring in my opinion.

Anyway, what yields you go for depend on what you want to do. Faith for example would be very high on the list in a "peaceful" religious game.

Gold is more versatile than production. That is the reason you cannot consider just the conversion ratio.

If you want district and wonders, good luck with your pile of gold:D
 

If you want district and wonders, good luck with your pile of gold:D

Buy/upgrade units, conquer that city which has built the districts and wonders :D
Or, as some one pointed above: gold=tiles, gold=builders : improved city production and chops.
 
1Science=1Culture=2Prod=3Gold/Faith

If you look at city states/districts, it seems that the devs themselves are using 1 prod = 2 science/culture/faith = 4 gold. However, this is arguably weird for several reasons. Some civics/techs can really help you with production/conquest & are not so "expensive" as you might expect. Gold is more flexible than production, so one might argue that 1:4 is definitely not true.

I actually hope that in rise & fall technologies become more expensive, because I would like to stay longer in certain ages (and still produce units fast).
 
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If you look at city states/districts, it seems that the devs themselves are using 1 prod = 2 science/culture/faith = 4 gold. However, this is arguably weird for several reasons. Some civics/techs can really help you with production/conquest & are not so "expensive" as you might expect. Gold is more flexible than production, so one might argue that 1:4 is definitely not true.

I actually hope that in rise & fall technologies become more expensive, because I would like to stay longer in certain ages (and still produce units fast).

Play with 8 ages of pace mod, it helps a bit...altho you might end up with AI civs having insane carpets of doom
 
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