Well, Wodan, yes but
Late game biology, yes but of course by then cottages will be producing 6 or 7 commerce and perhaps a production. There are ebbs and flows across the game.
Yes if you have a coastal city with three fish, anyone is going to run specialists, there is nothing else you can do with the food. Its not as if a CE says 'never run specialists' - the point is it says cottage rather than farm, which is what this example was meant to compare.
Bigger cities, yes you are right. Of course on either model they will both grow to the cap. My point is that SE is always fundamentally about bigger cities because your have farms to produce more food to allow extra citizens (specialists), and thus is it dependent on the caps being high enough. In the example the comparison is only close because the SE city can be size 9, while the cottage size 7. If the cap was at size 7, the SW would look more tricky. You wouldn't be able to use the surplus food for specialists because they would be unhappy (which of course links to your post about how a SE often overlaps with a slave economy, which I do need to think about more).
Lightbulbs, yes exactly. This I guess is my point. Unless you have pyramids, the raw scores from a SE will generally be worse. The thing which makes it possibly better is the GP points. That then gets into complication calculations about how many of the GP points are ineffective because other cities are always getting to the threshhold first.
I basically agree with TriMiro.
The choice between the two is quite situational. If you get pyramids, SE suddenly looks very attractive. If you have one great GP farm, SE can be dodgy because the GP points in other cities with just a couple of specialists might never be used. How flexible do you need to be? Is your cottages being pillaged a danger? Where are the caps?
All of which is of course why Civ is such a great game.
Late game biology, yes but of course by then cottages will be producing 6 or 7 commerce and perhaps a production. There are ebbs and flows across the game.
Yes if you have a coastal city with three fish, anyone is going to run specialists, there is nothing else you can do with the food. Its not as if a CE says 'never run specialists' - the point is it says cottage rather than farm, which is what this example was meant to compare.
Bigger cities, yes you are right. Of course on either model they will both grow to the cap. My point is that SE is always fundamentally about bigger cities because your have farms to produce more food to allow extra citizens (specialists), and thus is it dependent on the caps being high enough. In the example the comparison is only close because the SE city can be size 9, while the cottage size 7. If the cap was at size 7, the SW would look more tricky. You wouldn't be able to use the surplus food for specialists because they would be unhappy (which of course links to your post about how a SE often overlaps with a slave economy, which I do need to think about more).
Lightbulbs, yes exactly. This I guess is my point. Unless you have pyramids, the raw scores from a SE will generally be worse. The thing which makes it possibly better is the GP points. That then gets into complication calculations about how many of the GP points are ineffective because other cities are always getting to the threshhold first.
I basically agree with TriMiro.
The choice between the two is quite situational. If you get pyramids, SE suddenly looks very attractive. If you have one great GP farm, SE can be dodgy because the GP points in other cities with just a couple of specialists might never be used. How flexible do you need to be? Is your cottages being pillaged a danger? Where are the caps?
All of which is of course why Civ is such a great game.
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