If a city is growing, my guess is it should probably be >20%, but as low as possible above 20%, not using more than half of a city's pop for farming FIMS to do so, drawing the line.
The problem with a higher growth rate seems to be excessive Farmer FIMS.
The problem with a lower growth rate seems to be not having population.
The advantages of having population (Farmer FIMS) seems to be excess war capacity. Build a unit, take off a farmer FIMS and lose nothing. Also, population generates influence resource.
The disadvantages of having population (Farmer FIMS) seems to be inefficiency, where something could have been created, researched, or stored for future use. Its a tradeoff.
Now, keep in mind, I dont know the exact math of the situation, but am generally aware of diminishing returns on pop growth, the more you excessively put into it. Also, there comes a pt where the decrease is worth the next increase (stable pop size, not growing, but using other FIMS - Industry, Money, and Science).
Is my guess too high or too low? What are your thoughts?
The Best growing possible is not with Farmer but 100% military unit and 0% pop in cities ... i don t Knowl If it is intended or not .... but If you want influence Farmer are better than military and If you want grow military are better than Farmer... ^^
If you have pops. Use them on science and industry.
The most efficient growth rate per turn is related to the game speed, I found in epic game speed, the most efficient growthrate seems 1 pop/per 3 turns, the gap from 3turns to 2 turns seems kind of big, so that you could reach it, but probably not before industrial.
In my games I want my citys at this 1POP per 3 turns rate, because when your citys are growing fast, this is not only usefull for deploying armys but for filling the work slots of production and sience. This is why I dont understand many here in the forums are claiming production is king, its not in my view (won several times in civ difficulty) atleast not till industrial era.
You want your pop´s in ideal almost all the time at the current max of the city and the current max of the city is determined by the available slots, which you get by building districts aswell as several buildings which add slots. (most times you could skip economy and/or even production slots
The decrease thing is just an issue in the first 1 or 2 eras, so just build as many farm districts + the buildings which gave bonus to farming like a granary.
Use atleast the first era to pump out as many pops as possible (1pop/3turns) and go for the farm bonus techs/buildings. For war you could stall this or just buy your army from the minors.
Build you second city as soons as you had claimed your territories, but best would be as fast as possible anyway.
A third city "only" giving -10/pT influence is something you should also consider.
More population is pretty much always better, there is no penalty for starving or overpopulation except wasted potential. However the growth rate is capped, on standard speed a city can only grow one pop per turn at most, it interestingly also can only lose one pop per turn no matter how negative your food income is, which can be exploited by filling cities with alot of people and then ignore food completely. Going overboard with food production is not that effective as the increase in growth rate quickly diminish above like 50 surplus food (which is 50% growth rate on standard speed). Just focusing on food and not the other resources is not that good of an idea.
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