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Yield Value

Discussion in 'Civ6 - Strategy & Tips' started by Lily_Lancer, Jan 19, 2018.

  1. Lily_Lancer

    Lily_Lancer Chieftain

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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.
     
  2. criZp

    criZp Chieftain

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    "Suffer" some sort of improvement?

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

    Kyro Chieftain

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    Because winning before T200 is not important?
     
  4. Josephias

    Josephias Chieftain

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    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.
     
  5. Sagax

    Sagax Chieftain

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    This should probably go to Strategy and Tips before OP gets blamed for not having fun.
     
    Josephias and bbbt like this.
  6. Frostburn

    Frostburn Chieftain

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    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.
     
    Boyan_Sun and Victoria like this.
  7. Victoria

    Victoria Regina Supporter

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    buying a building is a little over 3 gold = 1 prod I thought
     
  8. bbbt

    bbbt Warlord

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    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.
     
  9. Kryxal

    Kryxal Chieftain

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    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.
     
  10. criZp

    criZp Chieftain

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    You can't get districts or walls with gold, only production. And production costs can be reduced with policies, gold costs can't (except upgrade unit costs)
     
  11. UWHabs

    UWHabs Warlord

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    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.
     
  12. Silvtown

    Silvtown Chieftain

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    Not to mention that some players don't like to abuse chopping, overflow, pre-placing districts, and early rush tactics (among others).
     
    legalizefreedom likes this.
  13. Kyro

    Kyro Chieftain

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    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.
     
  14. Mr. Shadows

    Mr. Shadows Nomad of the time streams Supporter

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    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.
     
    Last edited: Jan 19, 2018
  15. Denkt

    Denkt Reader

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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.

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

    Josephias Chieftain

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    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.
     
  17. Arent11

    Arent11 Chieftain

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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).
     
    Last edited: Jan 20, 2018
  18. Lily_Lancer

    Lily_Lancer Chieftain

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    That's why I always capture industrial/miliaristic/religious city states and only invest in scientific ones.
     
  19. SharTeel

    SharTeel Chieftain

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    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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