lebensraum: if you're going down this route, you don't care much for keeping the city large. Most of its ability to do anything comes from pop rushing. And that means you limit its size to whatever can cope with the happiness.
With facsim, and 3 mp you can in principle rush 7 times in 20 turns (with 3 mp, 1 naturally content citizen, 3 luxuries and 1 temple) without causing a size 1 city to go into disorder, but only once if you want to keep a size 7 city happy. If you rush 4 times, you can keep at size 4, and if you rush 5 times, you can keep at size 3.
So pick say Elaphantine in Theseus' example. Let it sit at size 3, working 2 irrigated wheat FP and one mined desert. Including the city center, that means the tiles being worked are (in despotism) 212, 502, 502, 021 (assuming my memory is correct that Egypt is non agricultural). That's 3 spt, and +6 food. City grows every 4 turns. When it hits size 4, it is pop-rushed. So every 4 turns it generates 12 shields normally (assuming corruption doesn't lose one of those shields), and 20 shields from pop rushing, giving at nice 30 shield unit (horseman or swordsman) every 4 turns - a pretty nice unit pump. In 20 turns it has rush 5 times, so instead of being happy at size 8, it's maximum size is 3. But it never gets beyond size 3, so there is never a problem - and it quite happily churns out a unit every 4 turns until you want it to do something else.
With facsim, and 3 mp you can in principle rush 7 times in 20 turns (with 3 mp, 1 naturally content citizen, 3 luxuries and 1 temple) without causing a size 1 city to go into disorder, but only once if you want to keep a size 7 city happy. If you rush 4 times, you can keep at size 4, and if you rush 5 times, you can keep at size 3.
So pick say Elaphantine in Theseus' example. Let it sit at size 3, working 2 irrigated wheat FP and one mined desert. Including the city center, that means the tiles being worked are (in despotism) 212, 502, 502, 021 (assuming my memory is correct that Egypt is non agricultural). That's 3 spt, and +6 food. City grows every 4 turns. When it hits size 4, it is pop-rushed. So every 4 turns it generates 12 shields normally (assuming corruption doesn't lose one of those shields), and 20 shields from pop rushing, giving at nice 30 shield unit (horseman or swordsman) every 4 turns - a pretty nice unit pump. In 20 turns it has rush 5 times, so instead of being happy at size 8, it's maximum size is 3. But it never gets beyond size 3, so there is never a problem - and it quite happily churns out a unit every 4 turns until you want it to do something else.
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