From what I've seen the values for everything in the cost table have matched throughout this game except for the district costs. Civics have been controlling the costs for most of the game since I have put an emphasis on cultural yields. I was initially getting in-game costs less than the table suggested. After experimenting with the denominator of the formula I found a number that matched what I was seeing in-game. Gradually that number has diverged so obviously something other than the denominator was causing the initial discrepancy. It's not that big a deal though since I'm not doing close micromanagement anymore.
Got another turn in early today! Russia unlocked Civil Service so I proposed an alliance immediately in hopes of (1) saving 2 turns of culture research on Diplomatic Service from the eureka, and (2) confirming Russia's peaceful intentions. Russia gains a lot more than me with the alliance because they will get all of my map knowledge including my overseas island cities and contact with all city states. The big benefit to me though would be guaranteed peace getting me past the Cossack era of dominance and into Urban Defenses from Steel technology. The timing will also work out well for me to develop a strong navy and make a play to settle the Vilnius/Amsterdam island aggressively. Once I secure the alliance I plan on an aggressive settler push from any city that doesn't have essential infrastructure to build. Settler's almost cost as much as a wonder now but the Vilnius/Amsterdam continent especially has multiple stones and many forests to speed along growth at new colonies.
Here's a look at how I am managing my new island cities. I have been emphasizing growth, locking in on the 3/0 marsh at size 1 and then the grass hill at size 2. Production will increase rapidly once I get a builder to throw down some mines but until them I'm not going to produce anything anyway. The lack of chopables at Catan is sad but I still think it was the right choice because I'm taking a very-long-term perspective and I want to groom this into a Spaceport city.
I have a 3 charge builder at Carcassonne planning to build 2 mines plus a walls-chop. Limes will be back in next policy swap along with Press Gangs so I'll have to drop a couple of economic policy cards. What I would really like to do is use my gold to purchase a builder at Catan. The builder will cost 450 but with 6 charges can single-handedly build enough improvements for Catan's growth over the next 20 turns, or play double-duty with support from another mainland-built builder. If I get the Russian alliance I'll definitely purchase the builder since I won't need gold for immediate emergency upgrades. Any interference with Roman coastline will be just spare military as I slowly build up a frigate navy. If I get the alliance I'll delay Nationalism and hit the top of the Civics tree first to grab some envoys while building cheaper frigates.
Got another turn in early today! Russia unlocked Civil Service so I proposed an alliance immediately in hopes of (1) saving 2 turns of culture research on Diplomatic Service from the eureka, and (2) confirming Russia's peaceful intentions. Russia gains a lot more than me with the alliance because they will get all of my map knowledge including my overseas island cities and contact with all city states. The big benefit to me though would be guaranteed peace getting me past the Cossack era of dominance and into Urban Defenses from Steel technology. The timing will also work out well for me to develop a strong navy and make a play to settle the Vilnius/Amsterdam island aggressively. Once I secure the alliance I plan on an aggressive settler push from any city that doesn't have essential infrastructure to build. Settler's almost cost as much as a wonder now but the Vilnius/Amsterdam continent especially has multiple stones and many forests to speed along growth at new colonies.
Here's a look at how I am managing my new island cities. I have been emphasizing growth, locking in on the 3/0 marsh at size 1 and then the grass hill at size 2. Production will increase rapidly once I get a builder to throw down some mines but until them I'm not going to produce anything anyway. The lack of chopables at Catan is sad but I still think it was the right choice because I'm taking a very-long-term perspective and I want to groom this into a Spaceport city.
I have a 3 charge builder at Carcassonne planning to build 2 mines plus a walls-chop. Limes will be back in next policy swap along with Press Gangs so I'll have to drop a couple of economic policy cards. What I would really like to do is use my gold to purchase a builder at Catan. The builder will cost 450 but with 6 charges can single-handedly build enough improvements for Catan's growth over the next 20 turns, or play double-duty with support from another mainland-built builder. If I get the Russian alliance I'll definitely purchase the builder since I won't need gold for immediate emergency upgrades. Any interference with Roman coastline will be just spare military as I slowly build up a frigate navy. If I get the alliance I'll delay Nationalism and hit the top of the Civics tree first to grab some envoys while building cheaper frigates.