 |
|  |
 |
|
faded glory
|
 |
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001 time: 05:15
|
|
Me and Birdman were debating this earlier, at his suggestion I made a thread to get a wider opinion of all the people here.
ok, I think most of you know were I stand on this issue. I dont build any Scientific/Happiness improvements.More often then not, people will build an academy in a far off city and forgot to even appoint scientists, so it does not have any effect. Occasionally tho I will build a University, Academy, Publishing house all in one city and max its scientists, which can be pretty effective scientifically if the city is pretty large(size 10+). Its even better when the galileo telescope is in the city, like I have in another world. (+400% science, +50% +25%+25%= lots of science points)
My Arguement:
Ok but really whats the point in Temples,theatres and Cathedrals 
Anybody can keep there people happy with simple sliders. So why bother building these improvements? I have inherited a few civs with Theatres in size 1-4 cities, which are blatantly useless unless you appoint entertainers (which there never are any). More often then not, smaller civs with less money tend to build Cathedrals,temples, and Hospital in most of there cities. But do you really guys know how much these structures cost?
I certainly do! To maintain a half dozen cathdrals costs 80 gold a turn. To maintain a temple in all 50 cities, costs 50 gold. To maintain Hospitals, Incubation centers, Colisuem's costs even larger bundles of cash. So where does the cash come from? Where else! Your overall budget. You will notice as soon as you start building these things, your science surplus shrinks right away. Thus is why people often get into negative cash flows at times.
of course if you have London Exchange and 2000 gold surplus, you can afford it. But anything under this makes it a burden wether the player knows its a burden or not.
my idea- Save the money for more important structures, Airports, Oil Refinerys, Factorys, Recycle bins..etc
So what do you think?
|
|
|  |
 |
|
St Jon
|
 |
BRIGHTON, UK
Aug 2000 time: 05:15
|
|
I would certainly agree with you over the Science Improvements, especially the real big boys, and would always choose Marketplace+Bank over Academy+University. I only ever build Universities/Research Labs in high population/low production cities that can genuinely support the number of specialists needed to make them worthwhile. It is yet another flaw in CtP's design that Gold is worth far more to science than Tech Improvements are!
I disagree with you over Temples, very cheap, and Hospitals; you did not even mention Aquaducts! This is probably a legacy of my Civ2 days but I am a great believer in rapid population growth, especially in the early stages, and you just cannot do this if you are forever cranking up the rations and employing ever increasing numbers of entertainers. Increasing the wages lessens your science rate just as much and a rioting City is worthless on any level. Cathedrals, I agree, are a waste of space unless you are running under Theocracy, where I regard them as a must, but keeping the punters happy is still very important.
It is really rather the same as the question of optimum City size in that I avoid overlap like the plague go for fewer, but bigger, whereas most players I have encountered in CtP seem to prefer to go for more but smaller. If your ultimate aim is a 25+ City these 'Happy' Improvements pay for themselves, as do the Universities you build there, so it really comes down to playing style.
|
|
|  |
 |
|  |
 |
|
J Bytheway
|
 |
England
Jul 2001 time: 05:15
|
|
I thought I'd try to quantify this a little, so I started up a game, built a city on the start square and cheated the population up to 4. This was under Tyrrany with the default slider settings for that govt.
Now the city was built on a grassland and was using three forest/river squares and one grassland/tobacco square. This puts the base prod/food/gold at 100/54/23, happiness at 74 and crime at 11%.
With a granary and an aqueduct (which everyone seems to agree are vital the income is 101/65/23 - In case you were wondering why the production incerased it's because the aqueduct increases happiness which decreases crime. The total maintainance is 4 and wages are 12, so profit is 7 (3 science)
Now, a marketplace would give +50% gold (to 34) at a cost of 5, so that brings surplus up to 13 (6 science). So a marketplace can actually double your science rate .
Now, if I were to build a bank next then gold reaches 45, but maintainance is now 19 so surplus is 14 (7 science). So, the net effect of the bank was to increase science by 1 - it didn't affect gold profit.
Scrap the bank and place instead an academy and a publishing house then gold drops to 34 once more, the city generates 7 science but maintainance stays at 19. Now surplus is 3 (1 science). So building these two improvements increased science by 2 at the cost of 5 gold.
So, which would you prefer? +1 science with a bank or +2 science, -5 gold with a publishing house & academy.
Of course, if you put the city on max science in the latter situation then you can increase science to 59, but production drops to 17, food to 33 and gold surplus to -17. Or you could put it on capitalization, which would certainly confuse the issue.
There's a whole spreadsheet of this kind of information which you get with CDs mod and the MedMod regarding the old & new improvements.
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|