There will be little icons over the resource display in the bottom left of the city view.
Are you saying that because the spell icons for the buffs were identical? In the initial release version, all city buffs had the same spell icon (Manaspring, Prosperity, Harvest Blessing all had the frond thing). After the patch, some new icons were added. If it was pre-patch, the AI probably didn't have identical buffs cast on the city.
Own Race Other Race
No buff Prosperity Blessing Both No buff Prosperity Blessing Both
Size Turn Turn Turn Turn Turn Turn Turn Turn
2 7 6 5 5 8 7 6 6
3 12 10 9 8 16 13 11 10
4 18 15 14 12 25 19 17 14
5 25 21 18 16 35 27 23 19
6 33 26 24 20 47 35 30 25
7 41 33 29 25 62 44 37 30
8 51 40 35 29 81 55 46 37
9 62 47 41 35 108 68 56 44
10 76 56 49 40 154 84 67 51
11 93 66 57 46 n/a 105 81 60
12 117 78 66 53 n/a 136 98 70
13 154 93 77 61 n/a 196 122 82
14 246 112 90 69 n/a n/a 159 97
15 n/a 139 106 79 n/a n/a 250 116
16 n/a 185 127 90 n/a n/a n/a 143
17 n/a n/a 158 104 n/a n/a n/a 189
18 n/a n/a 218 121 n/a n/a n/a n/a
19 n/a n/a n/a 145 n/a n/a n/a n/a
20 n/a n/a n/a 182 n/a n/a n/a n/a
21 n/a n/a n/a 274 n/a n/a n/a n/a
I don't know yet if Prosperity and Blessing of Life stack
So, if cities naturally cap out at size 14, different race cities cap out at 10, then the impact on strategy must be:
1. To cram cities as close as you can get them (since each can only work 14 tiles anyway, why take more?)
2. To raze other-race cities unless you have a specific purpose in mind for them (EG: Building a unit you desperately want from their roster)
3. To plan for each city to have enough food production to cover at least 14 population. (Is that 14 food? Probably, I don't know for sure though)
Anything else I've missed? I suppose if you're happy enough casting prosperity spells all over the place then this strategy would change, but I prefer to be less tied up with my magic, and less vulnerable to dispels also.
2. Depends how big the city is. If you have a level 5 city you will need 25 turns before it is as productive as the one razed (assuming the AI built exactly what you wanted and only changing due to race) and 51 turns before it is actually better off than continuing with the original city (reach level 8 before the non-race one). If you are planning on winning the game before those 51 turns are up, then keeping the original inhabitants will be more efficient.
This seems to be ignoring the 20% productivity penalty for non-race cities. A level 7 city of your own race will quite likely outproduce a level 8 city of another race.
If your overall food production is negative then it will severely impact population growth for all cities; having negative food for just the city but overll positive food for the empire does not seem to adversely affect growth. Also, having positive food does not seem to help.
Keep in mind that you can mouse-over the growth info and it will give you a breakdown of the modifiers (base growth and starvation are the only modifiers I have seen so far).
Yep, thanks.
As an interesting aside, any negative numbers are REDUCED by 20%, so having non-faction cities that have a large cash deficit (typical unit production cities), you actually save money in comparative terms.
Yep, thanks.
As an interesting aside, any negative numbers are REDUCED by 20%, so having non-faction cities that have a large cash deficit (typical unit production cities), you actually save money in comparative terms.
I think the production unique production buildings of the other races outweigh this. I tend to specialize conquered cities towards the resource the race produces best, food for monsters, gold for humans and mana for the undead.This seems to be ignoring the 20% productivity penalty for non-race cities. A level 7 city of your own race will quite likely outproduce a level 8 city of another race.
Yep, thanks.
As an interesting aside, any negative numbers are REDUCED by 20%, so having non-faction cities that have a large cash deficit (typical unit production cities), you actually save money in comparative terms.
Yep, thanks.
As an interesting aside, any negative numbers are REDUCED by 20%, so having non-faction cities that have a large cash deficit (typical unit production cities), you actually save money in comparative terms.