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Mandarins31 View Drop Down
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Direct Link To This Post Posted: 20 Jan 2011 at 20:50


maybe we have a special connection that makes that you think, and i have the intiution to do what you thought?
in fact, non consciously, you are trying to control my mind ! ... im scared now... please dont think about eating a bottle of hot chili peppers... doh! if i tell you not to think about it  you will inevitably think about it... crap.


Creature, personnally im not surprised that maxed cities are uncasual actually, because obviously most people prefer to have more cities with less pop, than 1 or 2 big cities and small others.
personnally i have a big city because i have a big production in it. and im too lazy to send my caravans every 30 min to send 120 000 ressources to develop my other cities. but i guess that players who have 7 towns with 10 000+ pops where very active with theire caravans :p




Edited by Mandarins31 - 20 Jan 2011 at 20:53
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Direct Link To This Post Posted: 20 Jan 2011 at 21:22
And another reason that there are not that much cities maxed out is that it will be a continious battle to send food over from your other town just to start a simple production.. and what I usually have.. I start producing 1 thing, thinking I could also do some other things like researching some things.. Then see that my grain is allraidy gone due my -20k grain production.
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Direct Link To This Post Posted: 20 Jan 2011 at 21:32

yeah i have the same problem. that's why i have a city, with 7 farmlands, that produces 5 000+ food/h. then i can send enough food for my actual cities that ar running out of food.
and i could even, in the future, have a second city to produce enough food when i will need it.
as these 2 cities have 7 farmlands, they could also be at 10 000 pop and still produce enough food, and enough gold to handle a medium army.

i love to specialize my cities :p





 

Edited by Mandarins31 - 20 Jan 2011 at 21:32
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Direct Link To This Post Posted: 20 Jan 2011 at 21:44
Originally posted by Createure Createure wrote:

Also for self-reliant cities having maxed pop is a bad idea anyways.
Why is maxed out pop is a bad idea for a self-reliant city?Confused
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Direct Link To This Post Posted: 20 Jan 2011 at 21:50
Originally posted by The_Dude The_Dude wrote:

Originally posted by Createure Createure wrote:

Also for self-reliant cities having maxed pop is a bad idea anyways.
Why is maxed out pop is a bad idea for a self-reliant city?Confused



this is what we were talking about. even if you produce 20 000 food/h with all the possibl bonus on food production, if your city has 26 000 pop, even if you put it at 0 tax, you will have a negative production of food. and as you need to have food in you city for being able to research or produce anything, your city is not slef-reliant.


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Direct Link To This Post Posted: 20 Jan 2011 at 22:40
The payoff for the last few hundred pop is pretty lousy, so it's generally not a high priority.  This especially so once a lot of sovereignty has been claimed and resource surplus for frivolous upgrades becomes scarce.

I also like to ship food to my high-pop city as infrequently as possible, which means spending resources on repopulating queues first.
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Direct Link To This Post Posted: 21 Jan 2011 at 01:54
Total food able to be produced using 7 lv 20 farmyards and a lv 20 flourmill = 34,557.5 p/h at 0% tax rate. 

plus sovereignty:  20 lv 5 squares on 7 food slot squares with lv 5 farmsteads = 17740 gold p/h.  
farmstead bonus = 40,280 

total food production without sov. bonuses = 74,837.5+(74837.5(140%)) = 179,610 food p/h 

4435 = max pop. necessary to have a town that could have a gross income of 17740.

179,610 - 4435 = 175,175(25%) = 43,793.75 food p/h

43,794 (rounded up) - (26985 - 4435) = 21,244 food p/h at 100% taxes

note: dolmens can have up to 4% sov. bonuses, but I forgot about them until it was too late
note II: This city would run a huge research deficit.




Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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Direct Link To This Post Posted: 21 Jan 2011 at 03:14


sorry SRG but i must correct your post, i dont know why, but your calculations are wrong, and some things must be precised.

- lvl 20 farmland = 2 014 food/h
7 lvl 20 farmlands = 14 098 food/h

-lvl 20 flourmill = +40% bonus
0% tax rate = +25% bonus
-----> 14 098*1,65 = 23 262 food/h with lv 20 flourmill and 0% tax

- about sov: will take squares that doesnt have additionnal bonus on food p/h (so +1% bonus each lvl)

your sov tiles are limited by your gold and your research production. let's imagine we dont care about gold income because you can send enough gold from your others towns.

lvl 20 library = 1 013 points/h
at 0% tax = 1 013*1,25 = 1 266 points/h.

we need to find the best lvl and repartition of the sov squares around the town to have nearly 1250 reasearch upkeep due to sov. i cant explain clearly without a draw. just know that you must fill the nearest tiles with lvl 5 sov. it does 12 lvl 5 sov for 883 research/h. then you fill the following 8 nearest tiles with 14 sov lvl as you wish (i wont explain the calculation, but that's simple).

then, for 1 250 research/h, at tax 0%, you will have a maximum of 12*5 + 14 = 74 sov lvls.
(as a precision, your sov gold unkeep in these conditions will be 12 500 gold/h)

we take only casual squares that give +1% bonus/lvl (that's the minimum).

then we have 74% bonus on food production. (thats the maximum possible with casual tiles)

then to the basic food production (14 098) we add the lvl 20 flourmill bonus + 25% taxe bonus + sov bonus + spell bonus (8% max)

14 098 (1 + 0,40 + 0,25 + 0,75 + 0,08) = 34 963 food/h at 0% tax.

so average 35 000 - 27 000 = 7 000 food/h at 0% ttax for a maxed city with 7 farmlands and all the max bonus (but surrounded by casual tiles)----> and your city is not self reliant, because it runs out of 12 500 gold/h

(and that's 10 292 food/h at 100% tax.

so with a maxed city at 100% tax you will have  average   - 17 000 food/h. but average 108 000 - 12 500 = 95 500 gold/h)
Edit: sorry i said something wrong. you cant put your city at 100% tax, because at 0% tax you produce 1266 research/h, and your sov tiles are using 1250 research/h in these conditions, as we said above. so if you increase the tax, the research production will decrease. and if your research points came to 0, your sov tiles will start a deleveling.
you can put you city at 100% tax but you lose all the food bonus given by the sov just when you come to 0 research points. and your sov squares will slowly but surely lose all their lvls.



if you want to know more about the calculation i did for the sov, just ask me and ill do something on Paint to explain.


Bests



Edit:
uh, just to precise if you didnt get it, useless to have the maxed production of food if after you put your maxed city a t 100% tax. these calculations are usefull for sov that increase weapons or units production. if you follow that, you can have 74%*5 = +370% production for the weapons/soldier of your choice (but u must be at 0% tax. and you will have -12 500 gold/h)

 







Edited by Mandarins31 - 24 Jan 2011 at 13:28
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Direct Link To This Post Posted: 22 Jan 2011 at 23:51
I took in account the food p/h a farmyard uses, 37.

And 20 sov. squares around a city would look something like this: S=sov square.  C=city

  SSS
SSSSS
SSCSS
SSSSS
  SSS
there are 8 squares 2.23 squares away, 4 1.4 squares away, 4 2 squares away, and 4 1 square away.

Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.


Edited by some random guy - 23 Jan 2011 at 00:10
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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Direct Link To This Post Posted: 23 Jan 2011 at 12:22
Originally posted by some random guy some random guy wrote:


there are 8 squares 2.23 squares away, 4 1.4 squares away, 4 2 squares away, and 4 1 square away.


yeah that's it :)

Originally posted by some random guy some random guy wrote:



Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.



Originally posted by some random guy some random guy wrote:

Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.


this is here where you are wrong. a lvl 5 casual farmstead gives 5% bonus to production.
the amount of production of food/h that will be added depends of your actual basic production (the total basic production of your farmlands)

see, if you have 5 lvl 20 farmland, 1 lvl 5 farmsteat will add 10 000*5/100 = 500 food /h

if you have 7 lvl 20 farmland, 1 lvl 5 farstead will add 14 000*5/100 = 700 food/h

in fact, if you have 5 farmland lvl 20, you need 4 farmstead lvl 5 too increase your production by 2000 food/h (so the production of  1 lvl 20 farmland) :  10 000*20/100 = 2000


Edit: and if you have 7 farlands lvl 20, you need 3 farmstead lvl 5 to add 2100 food/h







Edited by Mandarins31 - 23 Jan 2011 at 12:28
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