I had some time to kill, so I decided to do a mathematical analysis of the three wonders which give free improvements in a city: the Pyramids, Sun Tzu's Art of War, and the Hoover Dam.
Disclaimer: This does not include all of the factors which may go into your decision to build the wonder. As you may see later, just because a wonder is inefficient at a certain level doesnt mean that you don't want to build it. eg. Building Sun Tzu's may be a way for you to get one improvement out of the way, so you can build another more improtant improvement or unit. This is in no way reflected in this analysis. Different map sizes will also come into play. Wheres 6 cities on a tiny map is a large number, six cities on a huge map is nothing to write home about. This analysis also ignores the long term effects of the wonder.
Breaking even is the point were the number of shields put into the construction of a wonder equals the amount of shields the rest of your civlisation would have had to spend on building the improvement everywhere. If you don't want the improvement everywhere, then the breaking even point will be even lower. If the amount of cities that you have is less than the breaking even point, then the cost-benefit of the wonder is too costly. If the amount of cities that you have is more than the breaing even point, then the cost-benefit of the wonder is cheaper, and a bonus at that.
The Pyramids: Cost 400: Free granery in each city on continent
Granary: Cost 60
Breaking even: 7 cities
Tiny Map: DONT BUILD
Standard Map: BUILD
Huge Map: BUILD
Sun Tzu's Art of War: Cost 600: Barracks on every city on continent
Baracks: 40
Breaking even: 15 cities
Tiny Map: DONT BUILD
Standard Map: DONT BUILD
Huge Map: BUILD
The Hoover Dam: Cost 800 Hydro plant on every city on continent
Hydro Plant: 240
Breaking even: 4 cities
Tiny Map: BUILD
Standard Map: BUILD
Huge Map: BUILD
NB: On most archipelago maps, these wonders will be useless as there will be very few cities on each island. These islands are counted as continents by the computer generator.
Disclaimer: This does not include all of the factors which may go into your decision to build the wonder. As you may see later, just because a wonder is inefficient at a certain level doesnt mean that you don't want to build it. eg. Building Sun Tzu's may be a way for you to get one improvement out of the way, so you can build another more improtant improvement or unit. This is in no way reflected in this analysis. Different map sizes will also come into play. Wheres 6 cities on a tiny map is a large number, six cities on a huge map is nothing to write home about. This analysis also ignores the long term effects of the wonder.
Breaking even is the point were the number of shields put into the construction of a wonder equals the amount of shields the rest of your civlisation would have had to spend on building the improvement everywhere. If you don't want the improvement everywhere, then the breaking even point will be even lower. If the amount of cities that you have is less than the breaking even point, then the cost-benefit of the wonder is too costly. If the amount of cities that you have is more than the breaing even point, then the cost-benefit of the wonder is cheaper, and a bonus at that.
The Pyramids: Cost 400: Free granery in each city on continent
Granary: Cost 60
Breaking even: 7 cities
Tiny Map: DONT BUILD
Standard Map: BUILD
Huge Map: BUILD
Sun Tzu's Art of War: Cost 600: Barracks on every city on continent
Baracks: 40
Breaking even: 15 cities
Tiny Map: DONT BUILD
Standard Map: DONT BUILD
Huge Map: BUILD
The Hoover Dam: Cost 800 Hydro plant on every city on continent
Hydro Plant: 240
Breaking even: 4 cities
Tiny Map: BUILD
Standard Map: BUILD
Huge Map: BUILD
NB: On most archipelago maps, these wonders will be useless as there will be very few cities on each island. These islands are counted as continents by the computer generator.
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