The scenario I setup used our actual city placement, tile types, tile improvements, and resources based on the 570BC screen shots. I am not exactly sure what grassland tiles had the bonus but that does not matter for this test. I set all the cities to have the same population size and give it the needed culture value so the borders are at the right distance. I used a religious civ just to make it easier. I triggered the GA. The results probably are not exact as I do not know precisely where all the laborers are working. I just let the governer place them. The results should be close to the actual game. Note that I did not account for city improvement maintenance costs or gold in/out via treaties as they would be the same in all government types.
In Despotism our cities netted 46 commerce after corruption, plus we get 28 free units.
In a Monarchy our cities netted 49 commerce after corruption, plus we get 14 free units. The corruption rate at Elipolis dropped a tad (one commerce and shield). No change at Dissidentville. Voice picked up additional commerce on the incense hill and fish tile due to the lifting of the over 2 tile penatly. Growth increased at Voice and Miller Town due to the increased food from the fish, cow, and game tiles. Due to the size of our army we will end up losing 11 gold/turn compared to Despostism.
In a Republic our cities netted 67 commerce after corruption, with no free units. The corruption rate at Elipolis was the same as in Monarchy. The corruption rate at Dissidentville dropped to 50%. Someday when the laborer is put back to work it will actually produce something that is not wasted. Voice and Miller Town get the same growth benefits as in Monarchy. Due to the size of our army we will actually lose 9 gold/turn compared to Despotism.
As you can see we get the most gold/turn in Despotism at a sacrifice of the growth both Voice and Miller Town would experience in Monarchy or Republic. We have about 10 turns left in our GA. Given our current military and science situations I think we should stay in Despotism and re-evaluate when our GA runs out.
In Despotism our cities netted 46 commerce after corruption, plus we get 28 free units.
In a Monarchy our cities netted 49 commerce after corruption, plus we get 14 free units. The corruption rate at Elipolis dropped a tad (one commerce and shield). No change at Dissidentville. Voice picked up additional commerce on the incense hill and fish tile due to the lifting of the over 2 tile penatly. Growth increased at Voice and Miller Town due to the increased food from the fish, cow, and game tiles. Due to the size of our army we will end up losing 11 gold/turn compared to Despostism.
In a Republic our cities netted 67 commerce after corruption, with no free units. The corruption rate at Elipolis was the same as in Monarchy. The corruption rate at Dissidentville dropped to 50%. Someday when the laborer is put back to work it will actually produce something that is not wasted. Voice and Miller Town get the same growth benefits as in Monarchy. Due to the size of our army we will actually lose 9 gold/turn compared to Despotism.
As you can see we get the most gold/turn in Despotism at a sacrifice of the growth both Voice and Miller Town would experience in Monarchy or Republic. We have about 10 turns left in our GA. Given our current military and science situations I think we should stay in Despotism and re-evaluate when our GA runs out.
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