My main concern is that the society tech tree is going to feel a bit barren now, even with the few new techs.
My main concern is that the society tech tree is going to feel a bit barren now, even with the few new techs.
Because the real improvement in going from 3 to 5 is not the raw sector income, but in what you get from the specialization buildings.
I mean, this seems like your're arguing against your own point. If putting pops on food is barely enough to grow, wouldn't that imply that food sectors have become vitally important to give you access to more sectors in a reasonable amount of time?
I would expect so, as even if its just a level 1 food sector, you now get +10 free food instead of just +5 for having it. If you've matched the Terrain and started your sector at level 3, its +20 food per turn even without using the 3 slots.I wonder if the new food sectors are even faster.
How long does it take a fresh colony to get its third exploitation without any additional food infrastructure, vs if the first sector is a food sector?
This seems totally off as it has no accounting for upkeep values or how much population the city has at any given point. It's a nice try though.![]()
(Tyrannosaurus patch)
So, it turns out, the best way to get the most juice (non-food/happiness yields) out of a new city is to not give a damn about food. Or rather, to assign a single worker into food and put the rest elsewhere. But that'd be a PITA because of manual assign, every new worker would spawn in food or production and you'd have to switch them out.
DISCLAIMERS:
Opinions:
- This is a theoretical completely food-starved city with no resource nodes, no food sharing, no aquatic sectors, no doctrines, no pickups, absolutely nothing. Obviously this won't happen exactly in a normal game.
- All sectors are assumed to spawn at level 3 and never upgrade. They also build instantly.
- Cities are assumed to spawn at 1 pop with 0 food stores, which isn't true most of the time.
- Yields calculated here are non-food, non-happiness. Happiness events are not counted. Only yields from workers and sectors are counted, since everything else should be the same.
- The graphs stop at turn 80. In extremely long games (much more than 150 turns), of course the winners would be the ones that reach 4 sectors.
In particular, I think aquatic would be a good option to maximize yields without giving up on food, as it provides 30 yields with no levelups (more than the 10 of land sectors at lv3), 10 of which is food.
- Note that the number of turns are much longer than you would expect (given that it's a total starvation city location, with no help). To me, this indicates that you should place high priority on finding extra food for your new cities...
- Food, that is, that doesn't sacrifice any other yields in any way, otherwise it's worse than not caring at all.
- Good examples of this include the Vanguard food doctrine, aquatic sectors, and food sharing from a double-exploited-double-specialized food city.
- Bad (counterproductive) examples include food workers/food sectors, central biofarm, and food resource nodes like biodomes, assuming you chose it over another node.
- Including food specialization buildings might change the result, but since all the other strategies don't get to upgrade or specialize, it would be an unfair comparison.
- I couldn't include every possible strategy and every possible extra factor. Notable alternatives left out: food sector + food workers, aquatic sectors.
Am I the only person who has tried to have OLB as fast as possible? Using a food sector can get you to 12 pop as early as turn 10(barring multiple shelter pickups). I wonder if the new food sectors are even faster.
Did not label graph axes.
Did not label graph axes.
PyrX Strike Incoming...
This seems totally off as it has no accounting for upkeep values or how much population the city has at any given point. It's a nice try though.
Why does Full Workers go up to 12 when you need food sectors to get that many slots? Also it seems to start producing non-food at turn 9, which is a surprisingly fast second sector.
there's a fair number of increases which would need to be explained. I think most of them are probably a new non-food sector coming online
If someone wants to go find out what those new growth thresholds are, it could be updated pretty easily.
Yeah the big question is what's the turn differential in hitting sector #3 between no food and food investment?
So why are we distinguishing up-to-12 and no-limit?'Full workers' means all available workers are placed in food slots (i.e. 4 workers) so with a income of 40 food pre-upkeep it's quite possible to hit 12 workers. It starts producing non-food at turn 9 because it gets its fifth worker at turn 9 and has no more food slots to put them into.
It would be useful to have that, if you could just copy-paste here. Would save me some time.Not sure if that's what you're referring to but I sat through a game tapping Ctrl-Alt-C-freepop to record all the food thresholds from 1 to 47 pop.
I know I've hit 12 pop cities a hell of a lot faster than that, so something's off. I'm looking into it.Full food workers: 62
1 worker: 175
Food sector: 66 (155 for 3 non-food sectors)
Full workers (stop at 12): 62
No effort: (does not reach)
I think the biggest flaw with this analysis is the assumption that you never remove workers assigned to Food.
I also don't think that never getting sector #3 so you are "getting the most juice", is desirable since you aren't going to be able to build absurdly powerful units with stacked Specialisation bonuses.
So why are we distinguishing up-to-12 and no-limit?
It would be useful to have that, if you could just copy-paste here. Would save me some time.
I know I've hit 12 pop cities a hell of a lot faster than that, so something's off. I'm looking into it.
It's labeled as an "S-Curve" in the config files iirc; I tried to reverse engineer it once and gave up, though finding functions from points is hardly my area of expertise.It's actually really weird, looks like a sigmoid or tanh curve (not polynomial), the first derivative peaks at 24 pop and after that the increases start slowing down.
It's labeled as an "S-Curve" in the config files iirc
You don't include a case for food sector + all pop on food - I'd been assuming that's what "food sector" was
I think it's worthwhile to include baseline city income for food as part of all of the equations
With that setup I can nigh-guarantee 8 pop by turn 10, and 12 pop by turn 18