The question was raised by Vel about whether or not there might be something to gain by part-building a unit but not finishing it and leaving it in the build queue. It was suggested that this might be a mechanism which could be used to save on military upkeep.
To begin to look at this we need to figure out first how the costs work and I will be working here with standard speed, monarch level and assuming no inconvenient civics to spoil my numbers (eg Vassalage, Pacifism)
The unit costs can be calculated as
Total units - Free units - Handicap costs
Free Units is a population dependent number. You have a basic level of 8 free units:
plus 1 if total population is 1-4
plus 2 if total population is 5-8
plus 3 if total pop is 9-12
etc
total pop is simply the total of the sizes of each city so you'll end up with the same number of free units when you have 10 cities size 1 or one city size 10.
For the purposes of this discussion, I will assume that population is fairly fixed. In any case, you will not be adjusting your population to save on military costs since each population will almost certainly add more to city maintenance costs. Also, on average, each extra population point is only going to save you 0.175 gpt (on average) - trust me on this for now. The numbers used to derive this will come soon.
After deducting free units we also get a handicap cost so that we don't pay for every extra unit above our free support level.
The formula for handicap cost (expressed mathematically) is:
INT[{Total Units- Free Units} * 3 / 10] + 1
So from your excess units the free ones are the 1st, 4th, 7th, 11th, 14th etc.
Moving now to the original question, we can look at this at a macro level or a micro-level. By this I mean that the micro-level analysis will say that either the extra unit is free or it costs 1 gpt - and in any random situation, there is a 70% chance that it will cost you. The macro-approach will simply say that each extra unit costs you 0.7gpt.
Now to the wider issue of whether or not it is worth investing hammers in a part-build unit but not to finish this to save on costs. Here I will take a macro-level approach to valuing assets and I will assume that hammers and gold are broadly valued at a rate of 2h = 3g
Lets now assume that we have x hammers "invested" in this part-build unit. After 10 turns, hammers will be lost and since we are only saving 1gpt (max) from not having the unit, we are losing 1 hpt but gaining 1gpt. Our above relations tells me that this is making us a loss so we can only assume that the unit will not be allowed to degrade through our failure to finish it.
This then puts a maximum saving of our part build of 10 gold - hardly ground-breaking stuff anyway but the cost of that saving is an investment of x hammers. Looking at our hammer/gold equation we will then only do this if
10 gold > x hammers, => x < 6.7 hammers
So we are definitely not talking here of a unit that is one turn from completion but rather one that is perhaps a simple whip away.
There are therefore three reasons why we might start a unit build and leave it for finishing later.
1) We have nothing else to build now but will do shortly. It gives the city "something to do"
2) We are near to growth and want to use this extra population for some other build (eg worker/settler).
3) We need extra "insurance" so want to put a unit as part-built to allow us to quickly get one if needed.
The first two examples are those things that would be considered anyway without reference to the specific desire to hold an unbuilt unit in reserve. So we are very much left with the insurance question.
Now here I can certainly see some value in the part-build if we consider that the x hammers (small number) is put in the unit to start with to allow it as a reserve whip (chops almost certainly won't work). But if we are past our free unit level then I don't think we are normally going to be that exposed - putting aside the situation when all our units are away at war. But it will work in the very early game where you want to get some high value building early and do not want to be saddled with too many early military builds. This is essentially a gamble against barbs (or aggressive neighbours) and if the gamble does not pay off and you are attacked you have that insurance unit to whip out instantly.
If you're someone like me and like to play this sort of early game looking for turn advantage at the expense of some immediate security then I think this option can be quite valuable. I even tried it in a recent game and placed two Archers in temporary build in both of my cities. For the total cost of 3h, I had two units ready just in case and I eventually whipped the archer in my capital after losing 1h from the degrading. The other part-build unit "lapsed" without value but the real value was that extra security during the 10 turns that I had the unit there. In the meantime I had a chariot built anyway so the value of further "insurance" was much lower.
To begin to look at this we need to figure out first how the costs work and I will be working here with standard speed, monarch level and assuming no inconvenient civics to spoil my numbers (eg Vassalage, Pacifism)
The unit costs can be calculated as
Total units - Free units - Handicap costs
Free Units is a population dependent number. You have a basic level of 8 free units:
plus 1 if total population is 1-4
plus 2 if total population is 5-8
plus 3 if total pop is 9-12
etc
total pop is simply the total of the sizes of each city so you'll end up with the same number of free units when you have 10 cities size 1 or one city size 10.
For the purposes of this discussion, I will assume that population is fairly fixed. In any case, you will not be adjusting your population to save on military costs since each population will almost certainly add more to city maintenance costs. Also, on average, each extra population point is only going to save you 0.175 gpt (on average) - trust me on this for now. The numbers used to derive this will come soon.
After deducting free units we also get a handicap cost so that we don't pay for every extra unit above our free support level.
The formula for handicap cost (expressed mathematically) is:
INT[{Total Units- Free Units} * 3 / 10] + 1
So from your excess units the free ones are the 1st, 4th, 7th, 11th, 14th etc.
Moving now to the original question, we can look at this at a macro level or a micro-level. By this I mean that the micro-level analysis will say that either the extra unit is free or it costs 1 gpt - and in any random situation, there is a 70% chance that it will cost you. The macro-approach will simply say that each extra unit costs you 0.7gpt.
Now to the wider issue of whether or not it is worth investing hammers in a part-build unit but not to finish this to save on costs. Here I will take a macro-level approach to valuing assets and I will assume that hammers and gold are broadly valued at a rate of 2h = 3g
Lets now assume that we have x hammers "invested" in this part-build unit. After 10 turns, hammers will be lost and since we are only saving 1gpt (max) from not having the unit, we are losing 1 hpt but gaining 1gpt. Our above relations tells me that this is making us a loss so we can only assume that the unit will not be allowed to degrade through our failure to finish it.
This then puts a maximum saving of our part build of 10 gold - hardly ground-breaking stuff anyway but the cost of that saving is an investment of x hammers. Looking at our hammer/gold equation we will then only do this if
10 gold > x hammers, => x < 6.7 hammers
So we are definitely not talking here of a unit that is one turn from completion but rather one that is perhaps a simple whip away.
There are therefore three reasons why we might start a unit build and leave it for finishing later.
1) We have nothing else to build now but will do shortly. It gives the city "something to do"
2) We are near to growth and want to use this extra population for some other build (eg worker/settler).
3) We need extra "insurance" so want to put a unit as part-built to allow us to quickly get one if needed.
The first two examples are those things that would be considered anyway without reference to the specific desire to hold an unbuilt unit in reserve. So we are very much left with the insurance question.
Now here I can certainly see some value in the part-build if we consider that the x hammers (small number) is put in the unit to start with to allow it as a reserve whip (chops almost certainly won't work). But if we are past our free unit level then I don't think we are normally going to be that exposed - putting aside the situation when all our units are away at war. But it will work in the very early game where you want to get some high value building early and do not want to be saddled with too many early military builds. This is essentially a gamble against barbs (or aggressive neighbours) and if the gamble does not pay off and you are attacked you have that insurance unit to whip out instantly.
If you're someone like me and like to play this sort of early game looking for turn advantage at the expense of some immediate security then I think this option can be quite valuable. I even tried it in a recent game and placed two Archers in temporary build in both of my cities. For the total cost of 3h, I had two units ready just in case and I eventually whipped the archer in my capital after losing 1h from the degrading. The other part-build unit "lapsed" without value but the real value was that extra security during the 10 turns that I had the unit there. In the meantime I had a chariot built anyway so the value of further "insurance" was much lower.
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