Originally posted by Blake
You know Aeson most of those look like strategic judgement calls rather than questions with a hard and fast answer.
You know Aeson most of those look like strategic judgement calls rather than questions with a hard and fast answer.
That's precisely why I chose the settler case study - there IS a decisive answer, either one option or the other is going to be superior, given that you do one or the other and not some 3rd thing.
I do think that building settlers ASAP is usually a strategically Good Thing, especially early in the game.
What is the oppurtunity cost of getting Caste System before Slavery?
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The simple fact is you can run Caste System or Slavery. I presented that decision without implication as to which is more favorable. A player can go either way and make good use of it. Which is better is situational.
Given that the settler is typically coming out about 2 turns faster, with extra hammers, I think the 1 turn in Anarchy for Slavery is more than paid for.
I'm not a fan of Caste System for non-spi so can't comment on that.
I think generally speaking, Slavery is at it's best for situations where there is expected early confrontation or low production empires. Caste System for blowing past people in the tech tree without direct conflict. A few early GPs on the right beeline and the game is effectively over in many cases.
Even the Artist option should not be ignored. I've flipped 3 cities with a single Artist, and actually hit peaceful Domination on land based maps with silly GW+Settler spam on lower difficulties.
It's medium upkeep compared with low for slavery, btw.
Now this is a good and very valid question. However given that health/happy caps tend to go up, and reasonably quickly, in most cases I think it can't help but pay for itself. It's true you can go for much longer without a granary if you don't use slavery - the granary really is a tool of slavery. Of course if you need the health, you need the granary.
If you have Grains, otherwise the Health benefit is nil. And if you are growing anyways. Which is clearly not your "no growth" option for building a Settler.
Granaries are good options, but there are other good options to consider too. Is a Granary worth a Settler up-front? Is it worth a Library? Is it worth a couple Axes? Very situational.
I think in cases where you are going for early religion, or other techs (archery for raging barbs?) it is best to build your first settler the old fashioned way, just due to the difficulty in getting both Pottery and Bronze Working.
I don't see any tradeoff, I just see Profit. You get Cottages, and it provides a pre-req/discount on writing. Only rarely would cottages not be useful. It's a keystone tech, can't really argue with that.
You just touched on the potential tradeoffs in the last quote. In cases where you are going for early religion, you aren't getting Pottery ASAP. Same can be said for Horse or Axe rushes, and super-early Oracle plays.
Another question would be: How does it compare to build the settler, vs whipping the settler NOW and regrowing BACK to caps? Given that we know regrowing will take around 7-12 turns if it's got good food, and the happy hit will wear off in 10 turns, in most cases whipping the settler out will be a free lunch, the time the city spends at a low population would be time it's otherwise tied up with the settler. And the settler comes out NOW instead of LATER, which gives it a good head start on life.
Building Settlers at max pop reverses the Commerce side of the equation. You can work all your Cottages constantly, instead of losing the use of some of them some times. Plus you can pass off high Food tiles to other cities and use high Production tiles instead. Whether that is going to offset a later "first" Settler or not is situational.
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