I should add here that the food/gold conversion does indeed require several elements in place including
1) The ability to appoint specialists (including engineers)
2) Slavery
3) A granary.
But that aside, I also looked at what a +1 food difference made to a city that grew continually and that each new population was assigned to a cottage. Naturally, the extra food city grew more quickly and started working the cottages sooner, so it acquired more commerce than the city that grew more slowly. The slower city was assumed to have +2 food surplus and all growth was assumed to start from size 2. The projections were assumed to run for 200 turns.
After comparing the additional commerce (which I converted to gold at 1:1 rate), I discounted these all at a rate of 3% per turn and compared the result to the discounted value of 1gpt = 33.33g
There were four different results depending on two factors: were the cottages on a river and whether or not you have the financial trait. The results were as follows
A: Grassland – equivalent to +2.2gpt
B: Grassland river – equivalent to +3.4gpt
C: Grassland with fin trait – equivalent to +3.0gpt
D: Grassland river with fin trait – equivalent to +4.5gpt
The first thing to note is this sets a minimum value for the estra unit of food for a civilisation and there may be other ways of getting more gold per unit of food eg whipping a library. It is also very dependent on the circumstances; a large city will see slightly less benefit from the extra food since growth takes longer. Also the higher the expected return that we want to achieve, the lower will be the perceived benefit of gains made far into the future.
But I have to admit to being somewhat surprised at the size of the numbers involved. As long as there is no immediate need for commerce – ie to speed research on a particular tech, the long term gains from just one extra food are very significant indeed.
1) The ability to appoint specialists (including engineers)
2) Slavery
3) A granary.
But that aside, I also looked at what a +1 food difference made to a city that grew continually and that each new population was assigned to a cottage. Naturally, the extra food city grew more quickly and started working the cottages sooner, so it acquired more commerce than the city that grew more slowly. The slower city was assumed to have +2 food surplus and all growth was assumed to start from size 2. The projections were assumed to run for 200 turns.
After comparing the additional commerce (which I converted to gold at 1:1 rate), I discounted these all at a rate of 3% per turn and compared the result to the discounted value of 1gpt = 33.33g
There were four different results depending on two factors: were the cottages on a river and whether or not you have the financial trait. The results were as follows
A: Grassland – equivalent to +2.2gpt
B: Grassland river – equivalent to +3.4gpt
C: Grassland with fin trait – equivalent to +3.0gpt
D: Grassland river with fin trait – equivalent to +4.5gpt
The first thing to note is this sets a minimum value for the estra unit of food for a civilisation and there may be other ways of getting more gold per unit of food eg whipping a library. It is also very dependent on the circumstances; a large city will see slightly less benefit from the extra food since growth takes longer. Also the higher the expected return that we want to achieve, the lower will be the perceived benefit of gains made far into the future.
But I have to admit to being somewhat surprised at the size of the numbers involved. As long as there is no immediate need for commerce – ie to speed research on a particular tech, the long term gains from just one extra food are very significant indeed.
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