Unser Giftzwerg
UgLe Game Promoter
INTRO
As most readers here probably know, there is quite the ongoing debate about the Ljosalfar and allegations of imbalance. Finding myself inspired by the smack-talk found in the various Elf threads (much of it originating with yours truly) and tantalized by the chance to do several hours of tedious data collection, I had no choice but to play several test games and tally up the results.
I've now played The Clan led by Jonas, Lanun by Hannah, the Khazad by Kandros, and the Ljosalfar under Arendel. These Civs were chosen based upon comments found here on this forum. Common Wisdom agrees these Civs/Leaders have particularly good potential for good starts and strong economies.
METHODOLOGY
I've played these games to turn 200. I took notes during play. No realm was played perfectly, but as things happened, no realm was thrown far off-track by external forces. I tried to minimize micromanagement, but much of it was unavoidable. So occasionally the AI would work a city tile off-plan and occasionally it took me a few turns to catch the error. But for the most part, the each Civ developed according to plan, so to speak.
Each realm was started with boosting production as a very high priority. Commerce production is not the be-all or end-all in a game of Civ, but it is the engine that drives technological development. Rapid tech development is important in the opening game in particular. First-tier techs were ignored after discovery of Ancient Chants and Exploration, afterwards, Education was always researched. Cottages were then erected in as many worked tiles as circumstances allowed. Afterwards, techs were pursued as required, generally with the second goal being discovery of a religion.
Other than that, I tried playing the realms as circumstances demanded. If they needed to build a city to control a chokepoint, that's what they did. Sometimes hindsight made alternatives look better. But I never operated a Civ to artificially boost its economy, knowing I was playing to only turn 200 and would not have to deal with a mortgaged future. All effort was made within those parameters to maximize each nations economic output, overall, with an emphasis on Commerce.
Games were played on Fractal maps, Large, Temperate, Medium Seas, Emperor skill, Raging Barbarians, Aggressive AI, Epic. I was not particularly picky about map starups, with one exception: Every game was started with a River / Flood Plains near the starting Settler. The operating philosophy here is that there are far too many variables t to directly measure them all. A practical way to evaluate each Civ's strengths is to measure them while near maximum capacity. A skilled player can achieve near-maximum performance, but can never exceed it. So the games were played on maps that offered a promising start for that racial type.
PHASE TWO
The numerical results from each nation cannot be compared directly. Each game was played on a different map, so of course it was easier to grow on some maps than others. What will not change are certain mathematical functions. For example, a Farm on Flood Plain will always yield 4 Food and 1 Commerce (unless you are Lanun) regardless of what else is on the map with that Flood Plain.
Ive set up a spreadsheet to simulate city growth in FfH. It needs some work, but it will be sufficient (with a lot of eye-squinting) to simulate how each Civ would grow had they played on that map instead. What it wont do is simulate a lot of micromanaging of city tiles. (Or rather, I wont eye-squint that much.) But it will reflect trends and it should be good to within a couple percent.
You say Barbs delayed workers on turns 70-80? They wouldnt for the Clan, so we skip the development gap on the spreadsheet. You say the Khazad dont have Aecheron next door on this map? That means they would skip this unit build and finish that Elder Council that much sooner. Stuff like that can be modeled, with eye-squinting, close enough, to gauge how the Civs compare regardless of map.
(Sanity Check: This could prove to take up quite a number of hours, a full week of dullness, NOT playing version 2,015, may prove too burdensome. )
PHASE TWO PART TWO
or
WISH I'D THOUGHT OF THAT
Now it just occurred to me today that perhaps a great thing to do would be to design a test map big enough for 4-6 civilizations. Startup zones could be designed to provide nice solid potential for any Civ. Then the whole test could have been run with the single biggest complexity removed: map-to-map differences.
Sigh.
Well, too late for that. This time.
TEST PHILOSOPHY
The first 200 turns on Epic were studied for two reasons. The lesser reason is that tech variety is very limited at this stage, so most every Civ is reacting to the same set of needs/dangers. Tech selections are very similar, with the exception of the chosen religious path. Each Civ is fighting the Barbarians for most of this time with the same units, Warriors and Scouts.
200 turns proved to be a pretty good choice. The Civs start to 'personalize' themsevles around turn 130-190. By turn 200 the early seeds of specialization are just sprouting. The influences from the chosen religion play a strong role in the latter half of this period. But towards turn 200 and beyond, choices start to be made on long-term desires and/or specific strategic challenges encountered in that game. (e.g. Damn it, I want Magic users this game, period!)
Civs develop in different ways, but their success or failure depends upon how well theyve positioned themselves in the opening game. The biggest reason to end the test at Year 200, therefore, is that the opening game shapes the endgame more deeply and profoundly than any other factor.
These four Civs were chosen to reflect four presumed advantages:
Clan - Barbarian Trait: Can start development right away regardless of the Raging Barbs. Cultured Jonas was considered the better builderish leader choice.
Khazad - Dwarven Vault: Dwarves get hindered in early city expansion, but OTOH they have a unique tool in their armory: gold. The Financial leader was selected to maximize their Commercial advantages.
Lanun - Seafaring: These sushi-snarfing surf Sultans get extra
from each sea tile, talk about fast population growth. Now, add Hannahs Financial trait, and Anchors Aweigh!
Ljosalfar - They are Elves: The love 'em / hate 'em civ of FfH, is their economic potential as strong as their critics say? The one 'must-have' civ in a test such as this.
Generic: Originally, I planned to run a 5th, 'vanilla-ish' Civ as a control. However the Lunan game played out with them acting exactly 'vanilla' for the bulk of the game. I believe the differences Lunan and vanilla in the first 200 turns are small enough to be estimated, perhaps, discounted.
WHY? WHY?
In theory, a balanced situation is possible between low-potential/easy-to-optimize Civs and high-potential/hard-to-govern nations. So even if this study demonstrates strong economic advantages for certain Civs, that is not proof the overall Civ is out of balance.
However it is quite the optimistic attitude to assume this sort of balance can be achieved unless each Civs performance is well and truly understood. This is not always an obvious or trivial exercise. But once the situation is measured and understood, then root causes can be found. After root causes are understood, successful tweaking of the system is much more likely.
As most readers here probably know, there is quite the ongoing debate about the Ljosalfar and allegations of imbalance. Finding myself inspired by the smack-talk found in the various Elf threads (much of it originating with yours truly) and tantalized by the chance to do several hours of tedious data collection, I had no choice but to play several test games and tally up the results.
I've now played The Clan led by Jonas, Lanun by Hannah, the Khazad by Kandros, and the Ljosalfar under Arendel. These Civs were chosen based upon comments found here on this forum. Common Wisdom agrees these Civs/Leaders have particularly good potential for good starts and strong economies.
METHODOLOGY
I've played these games to turn 200. I took notes during play. No realm was played perfectly, but as things happened, no realm was thrown far off-track by external forces. I tried to minimize micromanagement, but much of it was unavoidable. So occasionally the AI would work a city tile off-plan and occasionally it took me a few turns to catch the error. But for the most part, the each Civ developed according to plan, so to speak.
Each realm was started with boosting production as a very high priority. Commerce production is not the be-all or end-all in a game of Civ, but it is the engine that drives technological development. Rapid tech development is important in the opening game in particular. First-tier techs were ignored after discovery of Ancient Chants and Exploration, afterwards, Education was always researched. Cottages were then erected in as many worked tiles as circumstances allowed. Afterwards, techs were pursued as required, generally with the second goal being discovery of a religion.
Other than that, I tried playing the realms as circumstances demanded. If they needed to build a city to control a chokepoint, that's what they did. Sometimes hindsight made alternatives look better. But I never operated a Civ to artificially boost its economy, knowing I was playing to only turn 200 and would not have to deal with a mortgaged future. All effort was made within those parameters to maximize each nations economic output, overall, with an emphasis on Commerce.
Games were played on Fractal maps, Large, Temperate, Medium Seas, Emperor skill, Raging Barbarians, Aggressive AI, Epic. I was not particularly picky about map starups, with one exception: Every game was started with a River / Flood Plains near the starting Settler. The operating philosophy here is that there are far too many variables t to directly measure them all. A practical way to evaluate each Civ's strengths is to measure them while near maximum capacity. A skilled player can achieve near-maximum performance, but can never exceed it. So the games were played on maps that offered a promising start for that racial type.
PHASE TWO
The numerical results from each nation cannot be compared directly. Each game was played on a different map, so of course it was easier to grow on some maps than others. What will not change are certain mathematical functions. For example, a Farm on Flood Plain will always yield 4 Food and 1 Commerce (unless you are Lanun) regardless of what else is on the map with that Flood Plain.
Ive set up a spreadsheet to simulate city growth in FfH. It needs some work, but it will be sufficient (with a lot of eye-squinting) to simulate how each Civ would grow had they played on that map instead. What it wont do is simulate a lot of micromanaging of city tiles. (Or rather, I wont eye-squint that much.) But it will reflect trends and it should be good to within a couple percent.
You say Barbs delayed workers on turns 70-80? They wouldnt for the Clan, so we skip the development gap on the spreadsheet. You say the Khazad dont have Aecheron next door on this map? That means they would skip this unit build and finish that Elder Council that much sooner. Stuff like that can be modeled, with eye-squinting, close enough, to gauge how the Civs compare regardless of map.
(Sanity Check: This could prove to take up quite a number of hours, a full week of dullness, NOT playing version 2,015, may prove too burdensome. )
PHASE TWO PART TWO
or
WISH I'D THOUGHT OF THAT
Now it just occurred to me today that perhaps a great thing to do would be to design a test map big enough for 4-6 civilizations. Startup zones could be designed to provide nice solid potential for any Civ. Then the whole test could have been run with the single biggest complexity removed: map-to-map differences.
Sigh.
Well, too late for that. This time.
TEST PHILOSOPHY
The first 200 turns on Epic were studied for two reasons. The lesser reason is that tech variety is very limited at this stage, so most every Civ is reacting to the same set of needs/dangers. Tech selections are very similar, with the exception of the chosen religious path. Each Civ is fighting the Barbarians for most of this time with the same units, Warriors and Scouts.
200 turns proved to be a pretty good choice. The Civs start to 'personalize' themsevles around turn 130-190. By turn 200 the early seeds of specialization are just sprouting. The influences from the chosen religion play a strong role in the latter half of this period. But towards turn 200 and beyond, choices start to be made on long-term desires and/or specific strategic challenges encountered in that game. (e.g. Damn it, I want Magic users this game, period!)
Civs develop in different ways, but their success or failure depends upon how well theyve positioned themselves in the opening game. The biggest reason to end the test at Year 200, therefore, is that the opening game shapes the endgame more deeply and profoundly than any other factor.
These four Civs were chosen to reflect four presumed advantages:
Clan - Barbarian Trait: Can start development right away regardless of the Raging Barbs. Cultured Jonas was considered the better builderish leader choice.
Khazad - Dwarven Vault: Dwarves get hindered in early city expansion, but OTOH they have a unique tool in their armory: gold. The Financial leader was selected to maximize their Commercial advantages.
Lanun - Seafaring: These sushi-snarfing surf Sultans get extra

Ljosalfar - They are Elves: The love 'em / hate 'em civ of FfH, is their economic potential as strong as their critics say? The one 'must-have' civ in a test such as this.
Generic: Originally, I planned to run a 5th, 'vanilla-ish' Civ as a control. However the Lunan game played out with them acting exactly 'vanilla' for the bulk of the game. I believe the differences Lunan and vanilla in the first 200 turns are small enough to be estimated, perhaps, discounted.
WHY? WHY?
In theory, a balanced situation is possible between low-potential/easy-to-optimize Civs and high-potential/hard-to-govern nations. So even if this study demonstrates strong economic advantages for certain Civs, that is not proof the overall Civ is out of balance.
However it is quite the optimistic attitude to assume this sort of balance can be achieved unless each Civs performance is well and truly understood. This is not always an obvious or trivial exercise. But once the situation is measured and understood, then root causes can be found. After root causes are understood, successful tweaking of the system is much more likely.