Over the course of a number of games I have been looking a little more closely at the options that exist in the early game for trading bread for hammers. Initially, I had the general feeling that resources like cattle, copper and horses were preferable to those of corn, pigs and sheep from the perspective of the food/hammer balance. I believe this would be common amongst many civ players who tend to be “hammer-junkies”. Subsequent analysis has now shown that my initial gut-feel was in fact wrong and that with the careful use of pop-rushing, a far better result can be obtained through selecting food ahead of hammers. In short, an army fighting on bacon will be stronger than one fed on beef.
The figures here are based on epic speed although the similar results could be obtained at any game-speed. At epic speed, growth occurs at following food levels 33, 36, 39, 42, etc. Pop-rushing will be assumed to produce 45 hammers per unit of population although this number will vary depending on a number of factors which I do not fully understand. Often you can get 60 hammers per population point but by assuming the lower figure I am excluding an additional benefit that the food/pop-rush strategy will bring. Unhappiness from pop-rushing lasts for 15 game-turns
In the analysis I have taken several hypothetical cities. The first city has grassland pigs, the second has grassland cattle while the third has grassland copper. Conveniently they each take 6 turns to improve and for ease of understanding, I will assume that each of them has been improved at the point when the cities have just grown to size 2. Just as a reminder, these tiles will provide 6/0/0, 4/2/0 and 2/4/0 respectively. Apart from each of these resources, I have also assumed that the city can work several 2/1/0 tiles. For simplicity, I will ignore any hammers or commerce from the city tile and the “first-worked” tile and will assume that both provide 2 food so that any food provided by our “resource” is surplus
Finally, I will assume that this city is not significantly constrained by happiness or health penalties. Where happiness limits start to bite, the food/pop-rush strategy will suffer relative to the hammer strategy.
One more thing. I will use the following naming convention
f= food unit contributing to next population growth
h= hammer contributing to total build capacity
p=population point (at size 2, 36f=1p)
Let us first consider our “Copper city” and run this for 15 turns. With surplus food of +2f, it will take 18 turns to grow so will still be size 2. The food/hammer pool will be 30/60. Using my naming convention, we have:
30f + 60h.
Now let’s move to the “Cow city” and run this for the same duration. With surplus food of +4f, this will grow to size 3 in 9 turns and the city will start working another 2/1/0 tile. At this stage the food/hammer pool is 36f+18h = 1p+18h. It will then take a further 10 turns to grow so in the remaining 6 turns of our analysis we will be producing 4f+3h per turn or 24f+18h.
Total return from Cow city = 1p + 18h + 24f + 18h
= 1p + 24f + 36h
We can, if we want, burn that extra population point and our conversion formula is 1p=45h. This will give us a final balance of
24f + 81h
Comparing this will Copper city the net difference is
-6f + 21h
Cow city is a little behind in food but will catch up over 3 turns. By contrast, the hammer advantage of Cow city would take at least 10 turns for Copper City to recover but further pop-rushing could then be used to maintain the advantage of Cow City.
Finally to “Bacon City”
Grows to size 3 in 6 turns. Net balance then is 36f = 1p. Working the new 2/1/0 tile it will be producing +6f + 1h and will grown in a further 7 turns. At this stage, the balance will be:
1p + 42f + 7h
= 2p + 3f + 7h
Now it will be producing +6f + 2h for the remaining 2 turns of our comparison to give a final balance of
2p + 15f + 11h
For comparison with the other two cities, I will burn both units of population to give
15f + 101h
Compared to Cow city, the difference is
-9f + 20h
And the case for Pigs over Cattle is proven.
I will be breaking down the figures further to shown conversion rates from food to hammers which will give some theoretical bases to the claim that food is superior.to hammers for smaller cities. In fact, when granaries get added to the equation, this relationship will be true for cities up to size 10!!!!
The figures here are based on epic speed although the similar results could be obtained at any game-speed. At epic speed, growth occurs at following food levels 33, 36, 39, 42, etc. Pop-rushing will be assumed to produce 45 hammers per unit of population although this number will vary depending on a number of factors which I do not fully understand. Often you can get 60 hammers per population point but by assuming the lower figure I am excluding an additional benefit that the food/pop-rush strategy will bring. Unhappiness from pop-rushing lasts for 15 game-turns
In the analysis I have taken several hypothetical cities. The first city has grassland pigs, the second has grassland cattle while the third has grassland copper. Conveniently they each take 6 turns to improve and for ease of understanding, I will assume that each of them has been improved at the point when the cities have just grown to size 2. Just as a reminder, these tiles will provide 6/0/0, 4/2/0 and 2/4/0 respectively. Apart from each of these resources, I have also assumed that the city can work several 2/1/0 tiles. For simplicity, I will ignore any hammers or commerce from the city tile and the “first-worked” tile and will assume that both provide 2 food so that any food provided by our “resource” is surplus
Finally, I will assume that this city is not significantly constrained by happiness or health penalties. Where happiness limits start to bite, the food/pop-rush strategy will suffer relative to the hammer strategy.
One more thing. I will use the following naming convention
f= food unit contributing to next population growth
h= hammer contributing to total build capacity
p=population point (at size 2, 36f=1p)
Let us first consider our “Copper city” and run this for 15 turns. With surplus food of +2f, it will take 18 turns to grow so will still be size 2. The food/hammer pool will be 30/60. Using my naming convention, we have:
30f + 60h.
Now let’s move to the “Cow city” and run this for the same duration. With surplus food of +4f, this will grow to size 3 in 9 turns and the city will start working another 2/1/0 tile. At this stage the food/hammer pool is 36f+18h = 1p+18h. It will then take a further 10 turns to grow so in the remaining 6 turns of our analysis we will be producing 4f+3h per turn or 24f+18h.
Total return from Cow city = 1p + 18h + 24f + 18h
= 1p + 24f + 36h
We can, if we want, burn that extra population point and our conversion formula is 1p=45h. This will give us a final balance of
24f + 81h
Comparing this will Copper city the net difference is
-6f + 21h
Cow city is a little behind in food but will catch up over 3 turns. By contrast, the hammer advantage of Cow city would take at least 10 turns for Copper City to recover but further pop-rushing could then be used to maintain the advantage of Cow City.
Finally to “Bacon City”
Grows to size 3 in 6 turns. Net balance then is 36f = 1p. Working the new 2/1/0 tile it will be producing +6f + 1h and will grown in a further 7 turns. At this stage, the balance will be:
1p + 42f + 7h
= 2p + 3f + 7h
Now it will be producing +6f + 2h for the remaining 2 turns of our comparison to give a final balance of
2p + 15f + 11h
For comparison with the other two cities, I will burn both units of population to give
15f + 101h
Compared to Cow city, the difference is
-9f + 20h
And the case for Pigs over Cattle is proven.
I will be breaking down the figures further to shown conversion rates from food to hammers which will give some theoretical bases to the claim that food is superior.to hammers for smaller cities. In fact, when granaries get added to the equation, this relationship will be true for cities up to size 10!!!!
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