Okay, so we've all realized that rush-building during your early-game Despotism is a good thing. We've even gone so far as to believe that it's a very powerful thing. But no one yet, that I've read has tried to quantify this tactic. I will tackle it, but I'll need some help since it's not quite all straight in my head.
First I will establish some assumptions. A point of population, when used to rush is worth 28-40 shields in my experiments, I will venture an average of 35 shields therefore as the value of that point of population. There is a cost to rushing however, the cost is the amount of lost resources the pop would have built during the time you take to rebuild that point of pop.
That opportunity cost (economics term here) varies dependant on how long it takes to build your point of pop. For a city with two food to spare, the norm, that time is 10 turns. During those 10 turns we can reasonably assume the point of pop would yield 20 food, 10 shields, and 10 trade, this will obviously vary widely but an average isn't unreasonable I think. So for 40 mixed resources you are netting 35 shields. In and of itself this isn't that impressive.
It gets better as your food-velocity, the speed with which a given city grows, gets higher. If you have a velocity of 4 food/turn you are only looking at a 5 turn growth rate. Your exchange rate then is much better, 35 shields for a loss of 20 mixed resources. A velocity of 5 food/turn brings your loss down to 16 mixed resources. Now you're really cooking with gas!
My conclusion is that it's only worth pop-rushing if you make 3 extra food/turn or more or are in an emergency situation. At 3/turn you're losing 28 resources to get 35, that's a good trade, whereas at 2/turn you're losing 40 resources for your 35 which I find less appealing.
Now on to transfer mechanics.
Pop can be transferred by means of Workers or Settlers. Settlers obviously carry larger chunks of pop than Workers do, but cost proportionately more. The math has Workers costing 10 and Settlers costing 15 per point of pop. For a 35 shield return on that pop we get efficiencies of 70% and 60% respectively. (That's a rough figure, 71% & 58% are more accurate). Clearly population transfer is best done with Workers, not Settlers. But when is it worth it to transfer that pop to build something, that's the important question.
Using Workers adds 10 resources to your opportunity cost when you pop-rush. So a 2/turn food situation now costs 50 resources instead of 40, clearly a poor bargain for 35 shields. 3/turn is better, now we're talking 38 lost for 35 gained. I might use population transfer for rushing in this circumstance if I really needed to, like to build a Temple to expand my borders.
4/turn and 5/turn is where this changes though. At 4/turn you're actually making resources by transferring that pop to another city where it can be used to rush, you're not making much, only 5 shields, but it's still a positive figure. 5 food/turn is even more compelling, I cost in expenditure & opportunity cost only 26 resources but I can gain 35 by pop-rushing. That's cooking with gas!
My conclusions are as follows. At a food velocity of 2, 2 extra food/turn, pop-rushing is feasible but not practical, use it only for essentials. At a food velocity of 3 become efficient at pop-rushing in that city and should do so as much as you can given the value of shields early in the game. At a velocity of 4 or 5 you become efficient as a source of export, in one of these cities you should build just Workers and use them to pop-rush in other cities.
Now I need your help. I'm pretty sure I've missed some factors, but I'm not sure what. As it stands I'm pretty pleased that my thoughts give us a good yardstick to guage pop-rushing by, but I'm afraid of those missing variables.
So . . . . if you can think of how to better express this relationship, please speak up. I'm convinced pop-rushing is an essential early-game tactic and I'm certain it can be quantified. I'm just not absolutely sure I've gotten it done right.
First I will establish some assumptions. A point of population, when used to rush is worth 28-40 shields in my experiments, I will venture an average of 35 shields therefore as the value of that point of population. There is a cost to rushing however, the cost is the amount of lost resources the pop would have built during the time you take to rebuild that point of pop.
That opportunity cost (economics term here) varies dependant on how long it takes to build your point of pop. For a city with two food to spare, the norm, that time is 10 turns. During those 10 turns we can reasonably assume the point of pop would yield 20 food, 10 shields, and 10 trade, this will obviously vary widely but an average isn't unreasonable I think. So for 40 mixed resources you are netting 35 shields. In and of itself this isn't that impressive.
It gets better as your food-velocity, the speed with which a given city grows, gets higher. If you have a velocity of 4 food/turn you are only looking at a 5 turn growth rate. Your exchange rate then is much better, 35 shields for a loss of 20 mixed resources. A velocity of 5 food/turn brings your loss down to 16 mixed resources. Now you're really cooking with gas!
My conclusion is that it's only worth pop-rushing if you make 3 extra food/turn or more or are in an emergency situation. At 3/turn you're losing 28 resources to get 35, that's a good trade, whereas at 2/turn you're losing 40 resources for your 35 which I find less appealing.
Now on to transfer mechanics.
Pop can be transferred by means of Workers or Settlers. Settlers obviously carry larger chunks of pop than Workers do, but cost proportionately more. The math has Workers costing 10 and Settlers costing 15 per point of pop. For a 35 shield return on that pop we get efficiencies of 70% and 60% respectively. (That's a rough figure, 71% & 58% are more accurate). Clearly population transfer is best done with Workers, not Settlers. But when is it worth it to transfer that pop to build something, that's the important question.
Using Workers adds 10 resources to your opportunity cost when you pop-rush. So a 2/turn food situation now costs 50 resources instead of 40, clearly a poor bargain for 35 shields. 3/turn is better, now we're talking 38 lost for 35 gained. I might use population transfer for rushing in this circumstance if I really needed to, like to build a Temple to expand my borders.
4/turn and 5/turn is where this changes though. At 4/turn you're actually making resources by transferring that pop to another city where it can be used to rush, you're not making much, only 5 shields, but it's still a positive figure. 5 food/turn is even more compelling, I cost in expenditure & opportunity cost only 26 resources but I can gain 35 by pop-rushing. That's cooking with gas!
My conclusions are as follows. At a food velocity of 2, 2 extra food/turn, pop-rushing is feasible but not practical, use it only for essentials. At a food velocity of 3 become efficient at pop-rushing in that city and should do so as much as you can given the value of shields early in the game. At a velocity of 4 or 5 you become efficient as a source of export, in one of these cities you should build just Workers and use them to pop-rush in other cities.
Now I need your help. I'm pretty sure I've missed some factors, but I'm not sure what. As it stands I'm pretty pleased that my thoughts give us a good yardstick to guage pop-rushing by, but I'm afraid of those missing variables.
So . . . . if you can think of how to better express this relationship, please speak up. I'm convinced pop-rushing is an essential early-game tactic and I'm certain it can be quantified. I'm just not absolutely sure I've gotten it done right.
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