Many of the “later” improvements arrive, at a time when they are not as valuable to you as they would be later in the game. Windmills, watermills and workshop all start to improve with replaceable parts, electricity or late game civics.
Now I can see a few arguments for building these in the early game. A city with lots of hills might forego some immediate production to maintain growth rate by building windmills with a further benefit being a little extra commerce. The only problem I have is trying to justify to myself that this is worthwhile over the longer period of the game.
Let’s say I am already mining a hill and at city size 10. Let’s also assume I have +2 food surplus with a mined hill and it is 15 turns to the next population point. I will also assume that my unlimited supply of grassland hills and will either continue to stick mines on them or continue to build windmills. There are no rivers or resources to affect my choices here and I will work on Epic speed basis with a granary.
Option 1
Working the mined hill we have +2/+3/0 for 15 turns
Working a second mined hill we have +1/+6/0 for about 33 turns
Working a third mined hill we he 0/+9/0 until we get replaceable parts
Option 2
Keeping windmills operating our food surplus remains a constant +3 throughout the timescale of these figures
Working first windmill hill we have +3/+1/+1 for 10 turns
Working second windmill hill we have +3/+2/+2 for about 11 turns
Working third +3/+3/+3 for 12 turns
…..fourth +3/+4/+4 for 13 turns
etc.
Now let’s assume that replaceable parts comes in 100 turns after machinery. Maybe long but it’s just a working assumption. Option 1 gives us 711 hammers in this time =(3*15) + (6*33) + (9*52).
Option 2 gives us 464 hammers and 464 commerce in the same period, so has, in that period lost about 247 hammers and gained 464 commerce. Not a bad deal really. It is also 5 population heavier.
With RP, the larger city suddenly switches to +24 hammers so will rapidly catch up on the deficit.
For me the argument is clearly in favour of the windmill since this will yield the longer term benefit but there will be situations eg a low production city with lots of food, where the mine might be preferred. Also, with happiness limits, the mine might be considered a temporary solution before a later switch to windmill.
I’m still figuring out a similar thing for watermills which seem to been beaten most times by cottages. Guess I need to look at this more since I can’t really see myself building cottages up in the tundra areas by the river.
Now I can see a few arguments for building these in the early game. A city with lots of hills might forego some immediate production to maintain growth rate by building windmills with a further benefit being a little extra commerce. The only problem I have is trying to justify to myself that this is worthwhile over the longer period of the game.
Let’s say I am already mining a hill and at city size 10. Let’s also assume I have +2 food surplus with a mined hill and it is 15 turns to the next population point. I will also assume that my unlimited supply of grassland hills and will either continue to stick mines on them or continue to build windmills. There are no rivers or resources to affect my choices here and I will work on Epic speed basis with a granary.
Option 1
Working the mined hill we have +2/+3/0 for 15 turns
Working a second mined hill we have +1/+6/0 for about 33 turns
Working a third mined hill we he 0/+9/0 until we get replaceable parts
Option 2
Keeping windmills operating our food surplus remains a constant +3 throughout the timescale of these figures
Working first windmill hill we have +3/+1/+1 for 10 turns
Working second windmill hill we have +3/+2/+2 for about 11 turns
Working third +3/+3/+3 for 12 turns
…..fourth +3/+4/+4 for 13 turns
etc.
Now let’s assume that replaceable parts comes in 100 turns after machinery. Maybe long but it’s just a working assumption. Option 1 gives us 711 hammers in this time =(3*15) + (6*33) + (9*52).
Option 2 gives us 464 hammers and 464 commerce in the same period, so has, in that period lost about 247 hammers and gained 464 commerce. Not a bad deal really. It is also 5 population heavier.
With RP, the larger city suddenly switches to +24 hammers so will rapidly catch up on the deficit.
For me the argument is clearly in favour of the windmill since this will yield the longer term benefit but there will be situations eg a low production city with lots of food, where the mine might be preferred. Also, with happiness limits, the mine might be considered a temporary solution before a later switch to windmill.
I’m still figuring out a similar thing for watermills which seem to been beaten most times by cottages. Guess I need to look at this more since I can’t really see myself building cottages up in the tundra areas by the river.
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