ffm2 Posted Friday at 19:51 Report Share Posted Friday at 19:51 (edited) I was recently calculating whats a better investment for food trickle, a ice house or a farmstead and cows garrisoned. ICE HOUSE (Limit: 5) Base building: Cost: 100 stone, 100 wood Build time: 60 s Trickle: 1 food / 2 s (0.5 food/s) Aqueduct upgrade: Cost: 300 stone, 300 wood Research: 40 s Trickle: 2 food / 2 s (1.0 food/s) 5 ICE HOUSES (max): 5 × (100 stone + 100 wood) = 500 stone, 500 wood 1 × (300 stone + 300 wood) = 300 stone, 300 wood Total resources: 1600 Total trickle: 5 food/s Cost per 1 food/s: 1600 / 5 = 320 resources CORRAL + COWS (Limit: 50 cows) Corral: Cost: 100 wood Build time: 50 s Capacity: 8 cows Cows: Cost: 150 food Produce: 60 s Trickle: 3 food / 3 s (1.0 food/s) 7 CORRALS + 50 COWS (max cows): 7 × 100 wood = 700 wood 50 × 150 food = 7500 food Total resources: 8200 Total trickle: 50 food/s Cost per 1 food/s: 8200 / 50 = 164 resources Summary: Ice House: 320 resources per 1 food/s Corral + Cows: 164 resources per 1 food/s Corrals win by far. I think the ice houses should be better considering they are a civ specialty. Edited Friday at 19:52 by ffm2 2 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted Sunday at 21:01 Report Share Posted Sunday at 21:01 (edited) Interesting but it’s an incomplete picture. 1. Corrals use food as a resource input, which is slower to gather. 2. Corrals use of food to gather food also means that the food collection chart will have lots scarcity dips caused by capital investment costs. This is pretty dangerous and can bankrupt a player quickly. 3. Corrals require more micro. 4. Corrals require continual investment/management whereas ice houses just need to be built once. 5. Ice houses are unique to Persia, which has a higher pop cap/ eco potential, so more it’s easier to collect the input resources 6. You’re missing the corral training tech 7. Cows can be batch trained 8. You can build 7 (or more corrals) all at once all in all, I agree ice houses need a buff but I don’t think it’s as desperate as the above portrays Edited Sunday at 21:02 by chrstgtr 1 Quote Link to comment Share on other sites More sharing options...
Arup Posted Sunday at 21:46 Report Share Posted Sunday at 21:46 320 per 1 food? if you add the house tech into it,it probably become somewhere around 180 (guesstimate, not calculating) that's not bad for a obscure piece of the biggest civ in game right? the persians need a lot of balance changes (both buffs and nerfs) perhaps I'll make a thread on its own Quote Link to comment Share on other sites More sharing options...
Dakara Posted Sunday at 22:19 Report Share Posted Sunday at 22:19 don't buff persians plus persians can cumulate theses 2 solutions btw corals 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 18 hours ago Report Share Posted 18 hours ago On 15/02/2026 at 4:01 PM, chrstgtr said: 3. Corrals require more micro. This is an important one and the first thing to come to my mind when reading the OP. Passive bonuses, even if not as "lucrative," are generally better because one can use the APM you'd use on a corral for something else. An Ice House is a "build it and forget it" feature. Not so with a Corral. Similar to the difference between a Global aura vs. a Ranged aura for heroes. Global auras should always be weaker than Ranged auras, and vice versa. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 6 hours ago Author Report Share Posted 6 hours ago On 15/02/2026 at 10:01 PM, chrstgtr said: 1. Corrals use food as a resource input, which is slower to gather. 2. Corrals use of food to gather food also means that the food collection chart will have lots scarcity dips caused by capital investment costs. This is pretty dangerous and can bankrupt a player quickly. 3. Corrals require more micro. 4. Corrals require continual investment/management whereas ice houses just need to be built once. 5. Ice houses are unique to Persia, which has a higher pop cap/ eco potential, so more it’s easier to collect the input resources 6. You’re missing the corral training tech 7. Cows can be batch trained 8. You can build 7 (or more corrals) all at once It's a good thing that it gives the thing it costs. If i trade, I start to set the trade on 100% metal to finance the training of traders until they are enough. So I see 1. more as a pro corral argument. The corral training tech. It slows the investment down, so one can invest more of the gains the current cows are giving. This is not a important point though. It is more micro, but not much. You can do it in a non-crusial time of the game. It is also a set and forget thing. Just place a coral at some time, Just activate auto-training, set a way point on the ground next to the corral, set a way point on the corral to garrison. So its something like ~5 clicks. The cow production stops automatically if there are 50 cows. The value of food varies during the game very hard. Since populating up is a extreme high priority one make >10 fields. Then when you reach pop cap, the value suddenly drops, while you still have the farmers on the field. The best use is to be the first at the market then and converting it. But then when the game drags on it's best invested in the corrals to free up the pop of the woman on the fields. Persians sure can do both but it's advisable to do the less efficient one later when the efficient method is fully exhausted. Just for note there is also a little trick possible, build a house as extension of your territory, build the 5 ice houses as the extension. Delete the house. Let the ice houses go to gaia. Build 5 new ice houses. Capture the old 5 ice houses back. Interesting for the "survival of the fittest" game where the Persians are OP. Quote Link to comment Share on other sites More sharing options...
Tapothei Posted 3 hours ago Report Share Posted 3 hours ago 2 hours ago, ffm2 said: It is more micro, but not much. You can do it in a non-crusial time of the game. It is also a set and forget thing. Just place a coral at some time, Just activate auto-training, set a way point on the ground next to the corral, set a way point on the corral to garrison. So its something like ~5 clicks. The cow production stops automatically if there are 50 cows. Can confirm, thats what I do late game from observing players. 2 hours ago, ffm2 said: Just for note there is also a little trick possible, build a house as extension of your territory, build the 5 ice houses as the extension. Delete the house. Let the ice houses go to gaia. Build 5 new ice houses. Capture the old 5 ice houses back. Interesting for the "survival of the fittest" game where the Persians are OP. Thats.. quite an exploit, might as well set global limit, having more doesn't benefit the player. Me with 50 cows and on the other side a penguin nirvana about 50(I don't even know what ice house is). Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 3 hours ago Author Report Share Posted 3 hours ago 15 minutes ago, Tapothei said: I don't even know what ice house is You know .. the ice house .. the Yakhchal Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 2 hours ago Report Share Posted 2 hours ago (edited) 4 hours ago, ffm2 said: Just for note there is also a little trick possible, build a house as extension of your territory, build the 5 ice houses as the extension. Delete the house. Let the ice houses go to gaia. Build 5 new ice houses. Capture the old 5 ice houses back. Interesting for the "survival of the fittest" game where the Persians are OP. Haha Yeah, similar thing happening with the Britons Kennel. I wonder if there's an Issue in gitea of this one? Edited 2 hours ago by guerringuerrin Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 1 hour ago Author Report Share Posted 1 hour ago Personally I am fine with this. It is a bit weird and really benefits only in survival of the fittest. Another one is the wonder swapping if you have a ally with diplomacy on: Let the ally capture your wonder, you build a new, change alliances recapture, enjoy having 2 wonders. Now help your ally doing this. 1 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 1 hour ago Report Share Posted 1 hour ago (edited) 18 minutes ago, ffm2 said: Personally I am fine with this. It is a bit weird and really benefits only in survival of the fittest. And I guess one could say it's not even worth the effort in a standard game 18 minutes ago, ffm2 said: enjoy having 2 wonders. Now help your ally doing this. Edited 1 hour ago by guerringuerrin Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted 6 minutes ago Report Share Posted 6 minutes ago 6 hours ago, ffm2 said: Just for note there is also a little trick possible, build a house as extension of your territory, build the 5 ice houses as the extension. Delete the house. Let the ice houses go to gaia. Build 5 new ice houses. Capture the old 5 ice houses back. Interesting for the "survival of the fittest" game where the Persians are OP. This is a real hack. I like it. 6 hours ago, ffm2 said: It is more micro, but not much. You can do it in a non-crusial time of the game. It is also a set and forget thing. Just place a coral at some time, Just activate auto-training, set a way point on the ground next to the corral, set a way point on the corral to garrison. So its something like ~5 clicks. The cow production stops automatically if there are 50 cows. The value of food varies during the game very hard. Since populating up is a extreme high priority one make >10 fields. Then when you reach pop cap, the value suddenly drops, while you still have the farmers on the field. The best use is to be the first at the market then and converting it. But then when the game drags on it's best invested in the corrals to free up the pop of the woman on the fields. My main point is that food is the slowest gathered resource. So you can't value it the same as the others in a 1:1 basis. It's also the resource most likely to hit 0 when a player loses. Additionally, the auto train cows part can get a player into real trouble if their food supply suddenly runs low. Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted 3 minutes ago Report Share Posted 3 minutes ago 1 hour ago, ffm2 said: Personally I am fine with this. It is a bit weird and really benefits only in survival of the fittest. Another one is the wonder swapping if you have a ally with diplomacy on: Let the ally capture your wonder, you build a new, change alliances recapture, enjoy having 2 wonders. Now help your ally doing this. Wonders are one of the most useless building in the game. They super expensive in resources and time. I don't know if I've seen a game all alpha where building a wonder helped that team (assuming it isn't a win condition). Quote Link to comment Share on other sites More sharing options...
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