Ultimocrat
Warlord
- Joined
- Oct 26, 2007
- Messages
- 274
First off, some starting notes. I'm relatively new to the game, and this is a thread that is probably mostly of academic interest. I should clarify that I'm talking about Vanilla Civ in my examples here, but the framework ought to apply to BTS or Warlords, too.
The subject is, how do you classify an economy -- Specialist, Food, Cottage, Hybrid, etc. I've seen a lot of debate about whether an economy is hybrid, pure, blah blah blah, but I've gotten little actual edification. Also, after looking at some examples quantitatively in my own games, it struck me that players may be biased in their perceptions about the way that their own economies work in their games.
I would like to propose a classification scheme for economies in Civ 4, based quantitatively on steady-state economic output. For the purposes of this thread, economic output will be defined as total commerce produced, plus gold and beakers obtained, pre-multipliers, from tiles, trade routes, specialists and buildings. (Count the bureaucracy bonus on commerce, but no other multipliers).
Note that economies that rely heavily on bulbing or cashing GMs fall somewhat outside this framework -- they are dependent on bursts of activity rather than a steady state. Which is fine -- the purpose of this thread is not to make normative judgements in terms of different economic options (I'm still too new to this game to have made any firm ones, anyhow), but rather to be able to communicate whether you're running an "SE" or "CE" or "HE" in a common, quantitative language.
Now, as I see it, you've got five major, mutually exclusive, categories that contribute to economic output:
1) Commerce from worked tiles; not due to cottages
2) Commerce from worked tiles; due to cottages
3) Commerce from trade routes
4) Gold + Beakers from specialists
5) Commerce + Gold directly from buildings
(where by cottages I really mean cottages, hamlets, villages, and towns)
Okay, an example that contains all of these categories is Mecca:
I'll go over this in detail to try to be as clear as possible. For category 1), we have 3 commerce from floodplains, 1 from the sheep, 1 from the horses, 1 from the grassland, 1 from the hills, 1 from the city center, and +50% for bureaucracy, for 12. For category 2), we have 1 floodplain town for 4 commerce, +50% for bureau. = 6. For category 3), we have 8 commerce from the two trade routes, +50% = 12. For cat. 4), we have 1 gold each from the 4 priests, plus 5 gold each from the 3 settled great priests, for an output of 19. For cat 5), we have the palace, with the 50% bureau. bonus, for 12, plus the lucrative Hindu shrine, for 14 -- a total of 26.
Or, listing them as above, with their percentages, out of a total of 75:
1) 12/75 = 16 % (Commerce from worked tiles; not due to cottages)
2) 6/75 = 8 % (Commerce from worked tiles; due to cottages)
3) 12/75 = 16 % (Commerce from trade routes)
4) 19/75 = 25.3 % (Gold + Beakers from specialists)
5) 26/75 = 34.7 % (Commerce + Gold directly from buildings)
Now, I think it's best to just leave the numbers as they are -- clearly the city is heavily dependent on multiple sources for its economic output, so it's in some sense a hybrid economy. But the blanket "hybrid economy" label is rather useless, and the 5 numbers show much more nuance in the way an economy can be discussed.
If you add up the numbers for all of your cities, then you can classify your economy as a whole. In this game, I had four cities at this point, and the distribution of output comes out to be:
1) 29/147 = 19.7% from tiles
2) 6/147 = 4.1% from cottages (just the one town)
3) 24/147 = 19.0% from trade routes
4) 58/147 = 39.5% from specialists (and settled GPeople)
5) 26/147 = 17.7% from buildings
I would be very happy to see people talk in this language, or some language like it, rather than constantly bickering about what is or isn't an "SE", "CE", or "HE". Technically speaking, every economy must be a hybrid of at least two or more categories (When you found your capital, you automatically get 1 tile commerce and 8 palace commerce!). Numerical classification, again, allows for both more nuance, and more precision.
Also, the fact that I have distinguished between cottage commerce from tiles and non-cottage commerce from tiles is somewhat artificial -- it's really more out of a desire to isolate the part of the economic output that is attributable to cottages. You could break down category 1) into another category 2), or other subcategories, if you wanted to determine, say, the contribution of Coast and Ocean tiles to your total economy when you're Financial/Colossus/Archipelago.
Let me reiterate that I'm not looking for critiques of my above screenshot; I'm looking to spark a productive discussion about the dynamics of economies in general, an maybe have some comparison between the economic output distributions of late-game "CE" vs. "SE"s. I will re-post at some point in the next few days with an analysis near the end of a recent game I played, in which I had a very strong economy (2000+ beakers/turn with ~12 substantial cities, over 100 gold surplus per turn at 0% gold slider, year ~1900, Monarch, Asoka), and my own perception was initially that I played a nearly pure "SE", but I think in fact I may have gotten a comparable amount of commerce out of trade routes as I did out of specialists. I think such self-examination under a new light would be useful for both the "CE" and "SE" fanatics out there.
The subject is, how do you classify an economy -- Specialist, Food, Cottage, Hybrid, etc. I've seen a lot of debate about whether an economy is hybrid, pure, blah blah blah, but I've gotten little actual edification. Also, after looking at some examples quantitatively in my own games, it struck me that players may be biased in their perceptions about the way that their own economies work in their games.
I would like to propose a classification scheme for economies in Civ 4, based quantitatively on steady-state economic output. For the purposes of this thread, economic output will be defined as total commerce produced, plus gold and beakers obtained, pre-multipliers, from tiles, trade routes, specialists and buildings. (Count the bureaucracy bonus on commerce, but no other multipliers).
Note that economies that rely heavily on bulbing or cashing GMs fall somewhat outside this framework -- they are dependent on bursts of activity rather than a steady state. Which is fine -- the purpose of this thread is not to make normative judgements in terms of different economic options (I'm still too new to this game to have made any firm ones, anyhow), but rather to be able to communicate whether you're running an "SE" or "CE" or "HE" in a common, quantitative language.
Now, as I see it, you've got five major, mutually exclusive, categories that contribute to economic output:
1) Commerce from worked tiles; not due to cottages
2) Commerce from worked tiles; due to cottages
3) Commerce from trade routes
4) Gold + Beakers from specialists
5) Commerce + Gold directly from buildings
(where by cottages I really mean cottages, hamlets, villages, and towns)
Okay, an example that contains all of these categories is Mecca:
I'll go over this in detail to try to be as clear as possible. For category 1), we have 3 commerce from floodplains, 1 from the sheep, 1 from the horses, 1 from the grassland, 1 from the hills, 1 from the city center, and +50% for bureaucracy, for 12. For category 2), we have 1 floodplain town for 4 commerce, +50% for bureau. = 6. For category 3), we have 8 commerce from the two trade routes, +50% = 12. For cat. 4), we have 1 gold each from the 4 priests, plus 5 gold each from the 3 settled great priests, for an output of 19. For cat 5), we have the palace, with the 50% bureau. bonus, for 12, plus the lucrative Hindu shrine, for 14 -- a total of 26.
Or, listing them as above, with their percentages, out of a total of 75:
1) 12/75 = 16 % (Commerce from worked tiles; not due to cottages)
2) 6/75 = 8 % (Commerce from worked tiles; due to cottages)
3) 12/75 = 16 % (Commerce from trade routes)
4) 19/75 = 25.3 % (Gold + Beakers from specialists)
5) 26/75 = 34.7 % (Commerce + Gold directly from buildings)
Now, I think it's best to just leave the numbers as they are -- clearly the city is heavily dependent on multiple sources for its economic output, so it's in some sense a hybrid economy. But the blanket "hybrid economy" label is rather useless, and the 5 numbers show much more nuance in the way an economy can be discussed.
If you add up the numbers for all of your cities, then you can classify your economy as a whole. In this game, I had four cities at this point, and the distribution of output comes out to be:
1) 29/147 = 19.7% from tiles
2) 6/147 = 4.1% from cottages (just the one town)
3) 24/147 = 19.0% from trade routes
4) 58/147 = 39.5% from specialists (and settled GPeople)
5) 26/147 = 17.7% from buildings
I would be very happy to see people talk in this language, or some language like it, rather than constantly bickering about what is or isn't an "SE", "CE", or "HE". Technically speaking, every economy must be a hybrid of at least two or more categories (When you found your capital, you automatically get 1 tile commerce and 8 palace commerce!). Numerical classification, again, allows for both more nuance, and more precision.
Also, the fact that I have distinguished between cottage commerce from tiles and non-cottage commerce from tiles is somewhat artificial -- it's really more out of a desire to isolate the part of the economic output that is attributable to cottages. You could break down category 1) into another category 2), or other subcategories, if you wanted to determine, say, the contribution of Coast and Ocean tiles to your total economy when you're Financial/Colossus/Archipelago.
Let me reiterate that I'm not looking for critiques of my above screenshot; I'm looking to spark a productive discussion about the dynamics of economies in general, an maybe have some comparison between the economic output distributions of late-game "CE" vs. "SE"s. I will re-post at some point in the next few days with an analysis near the end of a recent game I played, in which I had a very strong economy (2000+ beakers/turn with ~12 substantial cities, over 100 gold surplus per turn at 0% gold slider, year ~1900, Monarch, Asoka), and my own perception was initially that I played a nearly pure "SE", but I think in fact I may have gotten a comparable amount of commerce out of trade routes as I did out of specialists. I think such self-examination under a new light would be useful for both the "CE" and "SE" fanatics out there.