Test game measurements and observations to my completion of learning Sedentary Lifestyle (tech learning sequence, turn counts, calendar dates, science and gold rates, etc.) to provide feedback on the recent Civics and other adjustments including Complex Traits. I ran 3 tests at different speeds (Long at SVN10517, Epic at 10534, and Marathon at SVN10561), all at Emperor difficulty on Standard C2C_World maps with 7 AI opponents.
Summarized comparison results for the 3 tests, plus the correlation I calculated between turn counts and the Technology beaker requirement uplifts at these 3 game speeds:
(1) At Long speed (on SVN10517), I completed Sedentary Lifestyle at turn 472 in 9449 BC, learning 88 technologies).
--- I believe this matches general turn count and game date expectations. At this point, I was close to to the leading AIs in score and technology progress.
(2) At Epic speed (on SVN10534), I completed Sedentary Lifestyle at turn 713 in 9357 BC, learning 86 technologies).
--- I believe this matches general turn count and game date expectations. At this point, I was close to to the leading AIs in score and technology progress.
--- Correlation note: This turn count is 1.51 times the 472 turns at Long (within 1% of the 1.5 times beaker uplift).
(3) At Marathon speed (on SVN10561), I completed Sedentary Lifestyle at turn 965 in 9143 BC, learning 85 technologies).
--- I believe this matches general turn count and game date expectations. At this point, I was far behind the leading AIs in score and technology progress.
--- Correlation note: This turn count is 2.04 times the 472 turns at Long (within 2% of the 2.0 times beaker uplift).
Other factors impacting these game tests at different speeds:
(1) In all 3 games, I followed a fairly consistent playing style. However, actual game play at each speed on randomly-generated maps depends on many factors, that may act to balance each other out.
--- (Confession time) I mitigate the risk of significant turn count differences (at least in the early eras) by checking each newly-generated map using WorldBuilder, and regenerating to avoid maps that are not reasonably playable or fun (isolated on a small continent, excessive ice or desert or mountains, poor starting location or sites for the next few cities (lack of ocean access, river access, productive terrain, or near-by key resources).
--- Other game variability factors include resource-dependent and culture-dependent buildings and units, random event bonuses and penalties, learning resource-dependent optional technologies or not, AI interactions (particularly war, trading, TD and WFL), and running at different SVN levels (see example below). I ran all tests on with TD on but WFL off. For the Marathon game I added spreadsheet calculations splitting the overall average of 55 beakers per turn as 42 "earned" beakers (76%) from the slider, plus 13 (23%) TD bonus beakers plus 1 (2%) from random event netted bonus minus penalty beakers.
(2) Test #3 at Marathon speed was the only one that included the SVN 10543 gold reductions. I noticed a definite impact on the gold usage slider - I normally run at 90% to 100% science all game, but in this game was down to an average 85% for science in the first 3 quarters of the game, and to 55% in the last quarter. In addition, I missed getting my normal Golden Age boost from building the Captured Fire National Wonder right after founding my third city (probably due to my lack of attention, but I'm blaming the slow game progress).
Complex Traits Selection and Impact Notes:
- Reached Leadership Level 1 at turn 136 at Long speed, versus turn 214 at Epic (1.4 times slower) and turn 514 at Marathon (3.8 times slower). Took positive Preeminent I trait in all cases, for faster growth and impact on the capital city.
- Reached Leadership Level 2 at turn 250 at Long speed, versus turn 396 at Epic (1.6 times slower) and turn 901 at Marathon (3.8 times slower). Took positive Financial I and negative Minimalist I traits in all cases. Took Financial I trait because in my testing last year I found the original Financial trait was better for technology attainment speed than Scientific or Industrial. Took Minimalist I trait as the "least-worst" for my playing style (especially the small science boost). (Confession Time: Another reason is that I felt Minimalist was the least objectionable Negative trait name to link myself to.)
- Reached Leadership Level 3 at but forgot to log the turn number (probably about turn 625) at Long speed. Took Scientific I trait at Long speed for the science boost to speed technology progress, but did not reach this level when testing at Epic or Marathon speeds. `
- For further details and observations, see file "Test 1904A+B+C Measurement Results Summary.txt" in the attached zipped file.
- For an excruciating level of detail, see file "Test1904A+B+C C2C Game Target and Detailed Set-up.txt" in same zipped file.
- For the truly brave with LibreOffice installed, see my event recording logs and calculations for each of the 3 games in the zipped attachment, named "Test1904A TechTree Learning Log" at Long speed, "Test1904B TechTree Learning Log" at Epic speed, and "Test1904C TechTree Learning Log" at Marathon speed (probably the best of the 3, but still has flaws and unresolved calculations).
Start-up and completion saves also included in the zipped attachment.
UPDATE: I started poking at the split between beakers that are due to the current slider science percentage setting, versus "base" beakers at 0% science allocation on the slider. I think the "base" beakers at 0% allocation represent beakers from city buildings, special units, civics, traits and so forth. I plan to run another test game to capture and compare the results. At first glance, the "base" beakers seem more important that the slider science rate.