Xuenay said:
Question - you mentioned that the Lanun's strengths do not yet come into play at this stage of the game. I don't mean to slight the work you've done, but I'm just wondering, how does that affect the way your results should be interpreted? You seem to have shown that the Ljosalfar really rock in the very early game, but does that really say anything about their overall strenght or weakness if, say, the Lanun really get into gear and crush all opposition in the middle game?
It'd seem to me that while this analysis has told us some interesting details about how good the different civilizations are in the early game, we'll still need middle- and late game analyses to determine the overall strengths and weaknesses of all the civs. Thus the million gold question of "should the Ljosalfar be nerfed?" still remains unresolved. (Even if they do seem pretty darn overwhelmingly powerful in the early game.)
Well, these are all valid concerns. So I'll re-summarize the testing philosophy when I post the last bit later today.
But in short, the "Ljo problem" goes like this: Growth is exponential in this game. What does that mean? It means that once you get substantially behind an opponent, you will forever be playing catch-up.
The thing people have not fully appreceated is that the Ljo did not grow roughly twice as big as the #2 performer in just one category, they grew twice as big in virtually every important category.
24 Cottages built and operating. That's more than #2 and #3 combined. It takes 105 turns for a Cottage to mature. Even if another realm could build 12 cottages in a single turn, they would not have enough populatin to work them all. And even if they did, they would still be way behind on that climb to Town. Ljo already had 6 Towns finished off at Year 200.
That's what makes it an exponential problem. Twice teh existing military power. Twice the number of existing cottage-types. 50% more population points in more cities, all of which have burst past the no-religion Happycap barrier. This is a lead that bursts like a tidal wave upon neighboring civs.
As for the Lanun, when you look at their performance they did rather well. They produced basically the same amount of Commerce as Ljo, and they out produced Khazad in hammers. (And consider the Khazad map!) Their inland cities were solid producers, and the fact I ran Cities 4, 5 and 6 according to the FfH community's Conventional Wisdom, all those turns of sea tile really did add a lot of Commerce. What hurt Lanun was Culture. I had another sea reasource out there, but Obelisks are a slow build for size 1-3 fishing cities.
Speaking of Khazad, no one has mentioned the eye-popping 7,000+ commerce. That blew away #2. But hammer production was only average. Even the Clan weren't far behind. Mind you, that would change soon, as teh Dwarven Vault was about to starrt synergizing with the imminent growth spurt due to a much higher national Happycap.
So returing to the original point, yes, these issues can (in theory) be addressed in the mid-game, where the Civs diverge and specialize into their operation strengths and weaknesses. The problem is, that problem becomes to complex to study. One must take a step back and look at the expected game arc.
Opening game: Civs learn to deal with the wilderness and carve out a homeland.
Mid-game: Civs begin to thrive and grow their talents and infrastructure according to their specialties.
End-game: Clash of civilizations. The various lifestyles and philosphies clash and Darwin announces the winner.
The way to "balance" a game like this is to try to get each civ to enter each stage at roughly the same time. The problem is, all the ducks are in a row for Ljo. They are already specializing perectly as they go up the basic Tier-1 and tier-2 techs.
In my study Ljo was already specializing by turn 131. That's when they discovered Leaves, and went for Archery next. No other realm had the luxury of learning an extra tier-2 tech, just so they could build a Hero. And a "free" hero to boot. Turns out the Ljo capitol could build Gilden Silveric and a Settler unit, in the same time it took every other civ to build just the Settler.
If one civ is always just barely able to built some tier-3 units, it will have no chance when the enemy's stacks of tier-4 units come calling. Unless, of course, that nation is given tier-3 units with typical STR values of 13 or 14. But I don't think we want to see that gross a disparity in the national unit STRs, do we?
No, we want an interesting
endgame, too. I'm sorry, but the only way to do that is to ensure no national economy runs so much "hotter" than the others, that it overshadows all the
imagination put into the wonderful brainchild.