futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
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Ok, well, there are a lot of critics of the specialist analysis #s I'm posting. I'm confident that specialists are superior, but there are many doubters. To settle the matter, I'd like to do a comparative analysis of cottages vs. specialists.
However, I wanted to do this pre-analysis discussion thread to discuss some of the difficulties, as I see it, in doing this comparative analysis.
1) The science slider and maintenance costs.
In a specialist econ, you set your science slider to 0% and use your commerce to pay your maintenance (especially commerce acquired through conquest). In a cottage econ, you have to divide your commerce between science and maintenance. Some ways people have for coping with this is to use binary science (switching between 100% and 0% science) or setting the science slider to a certain rate (e.g., 70%). The specialist way is easy to calculate, the cottage way seems more variable and difficult to accurately calculate, especially when coupled with some of the other difficulties...
2) Slavery and worked tiles.
In a specialist econ, you can use slavery to your heart's content, as long as you aren't slaving down to a population that sacrifices a scientist (i.e., past size 4 early on). In a cottage econ, when you use slavery, you are losing the working of some cottages until you grow back the population. Furthermore, during these, or other, growth periods, are you always working cottages? Or are you working food tiles? This leads to worked tiles. How many cottages can we assume you are working in a city? Are you working any food or production tiles at any point? All of these factors combined seems to lead to a variable amount of commerce being produced. *Unless* you are totally designating the city to commerce, not using slavery, and finding the required happiness to just consistently grow to add cottage after cottage, which seems contrary to how a game would actually play out.
3) Cottage growth.
Here's a difficult one. Cottages take time to grow and they are growing to different sizes based on when they are built, and how often they are able to be worked. How do I account for this variability? Like I said, if you're using slavery, this will also impact the growth of certain cottages.
These are the immediate difficulties I can see. I may think of others, and if anyone else can think of any, please feel free to post them. Also, if anyone can think of good solutions, please post them.
The goal is to get some stable numbers for the cottage econ to compare to the specialist econ, but I feel at this point that the cottage econ is quite variable based on the above-mentioned difficulties.
However, I wanted to do this pre-analysis discussion thread to discuss some of the difficulties, as I see it, in doing this comparative analysis.
1) The science slider and maintenance costs.
In a specialist econ, you set your science slider to 0% and use your commerce to pay your maintenance (especially commerce acquired through conquest). In a cottage econ, you have to divide your commerce between science and maintenance. Some ways people have for coping with this is to use binary science (switching between 100% and 0% science) or setting the science slider to a certain rate (e.g., 70%). The specialist way is easy to calculate, the cottage way seems more variable and difficult to accurately calculate, especially when coupled with some of the other difficulties...
2) Slavery and worked tiles.
In a specialist econ, you can use slavery to your heart's content, as long as you aren't slaving down to a population that sacrifices a scientist (i.e., past size 4 early on). In a cottage econ, when you use slavery, you are losing the working of some cottages until you grow back the population. Furthermore, during these, or other, growth periods, are you always working cottages? Or are you working food tiles? This leads to worked tiles. How many cottages can we assume you are working in a city? Are you working any food or production tiles at any point? All of these factors combined seems to lead to a variable amount of commerce being produced. *Unless* you are totally designating the city to commerce, not using slavery, and finding the required happiness to just consistently grow to add cottage after cottage, which seems contrary to how a game would actually play out.
3) Cottage growth.
Here's a difficult one. Cottages take time to grow and they are growing to different sizes based on when they are built, and how often they are able to be worked. How do I account for this variability? Like I said, if you're using slavery, this will also impact the growth of certain cottages.
These are the immediate difficulties I can see. I may think of others, and if anyone else can think of any, please feel free to post them. Also, if anyone can think of good solutions, please post them.
The goal is to get some stable numbers for the cottage econ to compare to the specialist econ, but I feel at this point that the cottage econ is quite variable based on the above-mentioned difficulties.