LienRag Posted February 18 Report Share Posted February 18 On 17/02/2026 at 10:52 AM, ffm2 said: The cow production stops automatically if there are 50 cows. That is actually very tedious. It should halt, not stop (that is, restart as soon as one of these cows are slaughtered). Quote Link to comment Share on other sites More sharing options...
LienRag Posted February 18 Report Share Posted February 18 8 hours ago, chrstgtr said: Boo. In a23 there was a real decision between going for WTF, wonder (for extra pop), or champs. That’s is an objectively better setup that what exists now, which is only a choice between champs and WTF WTF ? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted February 18 Report Share Posted February 18 21 minutes ago, LienRag said: That is actually very tedious. Yeah. I eventually build the ice houses, but I don't corral or slaughter. I just felt the investments slowed me down and delayed my progress, and since I don't really need extra food... 1 minute ago, LienRag said: WTF ? Will To Fight. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted Sunday at 21:27 Report Share Posted Sunday at 21:27 On 13/02/2026 at 8:51 PM, ffm2 said: Ice House: 320 resources per 1 food/s Corral + Cows: 164 resources per 1 food/s What is ignored: You build an Ice house and it generates 30 food in the first minute after completion. If you build an corral, it needs 60 seconds time to train the cow before it generates the food. So that is an ¨extra cost¨ of 30 food. Also your corral calculation assumes 8 cows per corral, whereas in the start of the game, you cannot afford 8 cows and you will have at the early phase only one or two. So the calculation assumes that initial investment is not a burden. So it is more like For the first minute after construction: 100 wood invested+build time, 150 food invested (for cow recruitment), no tickle After 1 minute: 100 wood invested+build time, 300 food invested, 1 food/s tickle. So after 2 minutes you need to consider: I have thrown 300 food and gained 60 in return, do I need to put another 150 food in it? I ran a spreadsheet and only when you get your 6th cow, you have recovered the food you invested. If you start your game with corrals+cows, you will see that the investment is not that good. A woman on a field does return her costs within 3 minutes. To be fair to the corral: goats give a better return on investment. What I would suggest is added functionality for the Ice house: namely being a drop-off site for food in addition to the tickle. 4 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted yesterday at 02:59 Report Share Posted yesterday at 02:59 5 hours ago, LetswaveaBook said: What I would suggest is added functionality for the Ice house: namely being a drop-off site for food in addition to the tickle. This would make them more useful earlier. I like the suggestion. 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted yesterday at 13:07 Report Share Posted yesterday at 13:07 lets go delete this persian building. Why a storage produce food. why add eco feature to 220 pop civilization 2 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted 23 hours ago Report Share Posted 23 hours ago 6 hours ago, Dakara said: why add eco feature to 220 pop civilization That is a question about faction identity. Currently, Persians have 220 population and each unit has as much power the average population of any faction. So the solution would be simple: make Persian units to be in the end less valuable per unit than those of other factions. But honestly, I feel that feels off topic to me. I hope the community can support creative ideas to give each faction its own style and then fix balance afterwards. 1 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 4 hours ago Author Report Share Posted 4 hours ago On 23/02/2026 at 2:07 PM, Dakara said: lets go delete this persian building. Why a storage produce food. why add eco feature to 220 pop civilization One could balance differently. Atm. the ice houses are useless. So they are the nerf themself. They are only a distraction. Of course one would first make woman on fields as much as you can first until one resource runs out: population. Here is a detailed analysis of Net Resources over Time when making one corral after the other. Each corral makes cows until 50 cows are reached: Here is a detailed analysis of ice houses when they are produced one after the other. When the last ice house is made, the upgrade is invested: Here they are directly compared: One can see just how much the ice houses pale in comparison. Then the next thing mentioned were the pigs. Here is a detailed analysis of pigs vs cows: Since one could argue that one could go for pigs without going so much in a resource deficit, here is a comparison with setting a limit of -2000. So one would only make cows when the other cows gave a bit resources so this threshold isn't crossed: One can see just how much of a long-term investment the cows are, but you really get something for your money in the end. Meanwhile with the corrals you go into a resource deficit for a bit over 9 minutes and then get a very little trickle. For the pigs i'd say just leave it. Don't waste actions. You'd never slaughter them anyway and replace with the better cow. For a competitive 1v1 I would only go for fields if it isn't a special map. Python file is there if I made a error. AI was used in the making of the script. p_ice_vs_cor.py 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 1 hour ago Report Share Posted 1 hour ago On 23/02/2026 at 6:07 AM, Dakara said: lets go delete this persian building. Why a storage produce food. why add eco feature to 220 pop civilization The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs. Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 1 hour ago Report Share Posted 1 hour ago @ffm2 do the goat graph pls Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 56 minutes ago Author Report Share Posted 56 minutes ago (edited) 30 minutes ago, guerringuerrin said: @ffm2 do the goat graph pls :S Man, you don't get my point, but ok. Before the next noob asks me to make sheeps too, where you can pay more and take longer to get the same trickle as the goats, here you go: Edited 56 minutes ago by ffm2 1 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted 26 minutes ago Report Share Posted 26 minutes ago 1 hour ago, real_tabasco_sauce said: The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs. Sure, but in an alternative game type like other map or long game. They'll have a much larger population available for the army; I don't see how they could lose against a 200-population civilization in the late game. but it is not the topic, alright Quote Link to comment Share on other sites More sharing options...
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