pigswill
fly (one day)
It occurs to me that the deciding factor in a game's outcome is the skill and experience of the player rather than a particular economic approach which may render the entire debate somewhat meaningless.
If cottages can grow into towns before the game ends, they will always beat an economy that avoids cottages.
It occurs to me that the deciding factor in a game's outcome is the skill and experience of the player rather than a particular economic approach which may render the entire debate somewhat meaningless.
Dave, the master of the one line smack-down post.
He's right on the Slider, though. A CE can crank out EP late game, if it really wants to.
Wodan
If cottages can grow into towns before the game ends, they will always beat an economy that avoids cottages.
And as we know, when the CE uses any other slider than the sci, his SCI output takes a terrible hit. Which sort of starts defeating the whole purpose now of this Sci debate.
Also, if we want to further press this... the SE pro will be pumping out G-Spys here. That's another 100% boost (S. Yard) which the CE can't get.
The problem then becomes what map to use. We all would agree that different economies require different terrains, let alone do better on different terrains.Then perhaps the same player should play the two different economies. Obviously, it would have to be the same map to get an accurate bearing.
Agreed. Regardless, as an ad hoc solution when you run up against an Espionage Economy neighbor, it's pretty much your only solution. And, regardless of the effect on the CE user's research, it will be effective in slowing or even stopping the EE. The EE will surely simply pick another empire as his target (if one is available).And as we know, when the CE uses any other slider than the sci, his SCI output takes a terrible hit. Which sort of starts defeating the whole purpose now of this Sci debate.
I don't quite understand why you make a plain statement such as the above and then go on to list options where it isn't true? Anyway, there are other options than you list, here are some off the top of my head.SE is meant for an early game boost and should be orchestrated such that the game is decided before the point where CE becomes better than SE (otherwise it would have been better to go with CE).
What is the reference point? Are you taking "a bit of a toll" vs where you would be if you continued to run SE, or vs where you could have been if you ran CE the whole time?An SE planned out into the late game has 3 options:
1. Circumstances dictate that a true SE can be maintained through Caste System (for a myriad of reasons: extreme abundance of happiness through whatever means, scarcity of opponents*, commerce comprises extremely little of your economy such that the culture slider can be maxed out with little effect on your research, etc.). In that case, a biology beeline will allow the SE to give the CE a run for its money, or at least be not that worse off such that by the endgame, the CE's late-game superiority is smaller than the SE's superiority and lead from the early game.
2. Circumstances dictate that the game will proceed long enough and #1 isn't available (thus SE is pretty much impossible), such that it's a good idea to cottage over all the farms. In this case, you're taking a bit of a toll in the middle-late game in order to eventually level off with everyone else's CEs.
This works out nicely if the early-game boost is greater than the switch loss. Alternative methods include cottaging over some farms such that you run as many scientists/merchants (and artists in the appropriate cities if pursuing a cultural victory) as you can.
3. You optimize your lead (as in where the lead is the greatest) and choose a good place to "stop" research, military technology oriented. You have many farms and good population, so now you can use workers to maximize production in all cities by building mines, workshops, and watermills (Communism would be a good tech to have at this point). You churn out a good military force since you've diverted "all" your empire's resources to production, and you should have a reasonable technological superiority at least for the first couple of wars, after which sheer numbers and experience can keep you going. A good idea would be to switch to an espionage economy, since that is more commerce-effective towards gaining techs (for the drawback of never having a lead).
That is because not only does SE slowly become inferior to a CE, but it also becomes impossible almost always (impossible for a true SE, that is). SE is meant for an early game boost and should be orchestrated such that the game is decided before the point where CE becomes better than SE (otherwise it would have been better to go with CE). An SE planned out into the late game has 3 options:
1. Circumstances dictate that a true SE can be maintained through Caste System (for a myriad of reasons: extreme abundance of happiness through whatever means, scarcity of opponents*, commerce comprises extremely little of your economy such that the culture slider can be maxed out with little effect on your research, etc.). In that case, a biology beeline will allow the SE to give the CE a run for its money, or at least be not that worse off such that by the endgame, the CE's late-game superiority is smaller than the SE's superiority and lead from the early game.
* - I'm not sure if 5 opponents for a small map is less emancipation unhappiness as 7 opponents for a standard map, if 5 opponents for a standard map is less EU as 7 opponents for a standard map, and if 5 opponents for a standard map with the other 2 having been eliminated while they had emancipation is less EU as 7 opponents for a standard map (opponents = opponents with emancipation)
Advantages: keep pace with CE with a lead (presumably)
Disadvantages: extremely situational (read: unlikely)
Victories favoured: Space, Culture, (Diplomatic), (Time*)
* - time is always dependent on the difficulty level and settings... many times it just isn't possible (and activating technology trading makes it much more unlikely)
2. Circumstances dictate that the game will proceed long enough and #1 isn't available (thus SE is pretty much impossible), such that it's a good idea to cottage over all the farms. In this case, you're taking a bit of a toll in the middle-late game in order to eventually level off with everyone else's CEs. This works out nicely if the early-game boost is greater than the switch loss. Alternative methods include cottaging over some farms such that you run as many scientists/merchants (and artists in the appropriate cities if pursuing a cultural victory) as you can.
Advantages: eventually receive CE's late-game awesomeness
Disadvantages: big drawback until the cottages become towns since everyone (CE) else will have many towns
Victories favoured: Space, Culture, Time, (Diplomatic)
The problem then becomes what map to use. We all would agree that different economies require different terrains, let alone do better on different terrains.
I don't quite understand why you make a plain statement such as the above and then go on to list options where it isn't true? Anyway, there are other options than you list, here are some off the top of my head.
What is the reference point? Are you taking "a bit of a toll" vs where you would be if you continued to run SE, or vs where you could have been if you ran CE the whole time?
We're agreeing that the SE is slowing down, thus, a gradual conversion to CE is not necessarily causing "a bit of a toll" vs where you would be if you stayed in pure SE.
In fact, I would be surprised if this were the case. It's not like the specialists will disappear instantaneously. They will slowly draw off as your food diminishes. Meanwhile, your cottages will ramp up VERY quickly with Emancipation.
The thing with a cottage maturation is that the biggest lag by far is from villages to towns. So, a SE->CE will get to villages pretty darn fast, and that's the majority of the commerce income right there.
Back to the question, if we're looking at "a bit of a toll" vs where you would be if you ran CE the whole time. Well, that's entirely dependent upon how fast your SE was in the early game, isn't it? We agree that a SE is faster early game, period. So, when we do the SE->CE switch, we are already ahead of where we would be if we had run CE the whole time.
I wouldn't be surprised if doing the switch kept you ahead of where you would have been. Certainly, I don't think there's any foregone conclusion that it causes "a bit of a toll" when all is said and done. Is there any way to definitively say either way? I doubt it.
Anyway it seems like you agree as you work through your thought processes:
4. You mention this in #3, but it is really #4. That is, you transition to an Espionage Economy, which after all is simply a specialized SE. An EE is a SE on late game steroids.
5. Switch to a culture victory. Civilized Jewelers plus Sushi plus max Artists.
6. Switch to a hybrid SE / Trade Economy. SE means you have huge cities (as big as you can support). This is after Astronomy, so you have world trade routes. Big cities + lots of trade routes = lots of trade commerce. This is a peacenik solution of course and depends on being friendly to lots of people. Switching to Free Religion early would be a good idea.
There are probably more but I need more coffee to kick start my brain.
Wodan
It might have nothing to do with a "plan". If playing on a competitive skill level, the AI might have something to say about any "plan" the player comes up with.The statement is independent from the later options. I said that usually an SE is supposed to win you the game before you get to the late game. However, if you actually plan to not win the game before you get to the late game and thus predict you'll go into the late game, you only have the following options...
In my experience it doesn't work that way. I'm ready to do the SE->CE way before they have Towns even in their capitol.A bit of a toll as in your research will go down while your cottages improve. If you continued to run SE, you slowly start to have no specialists or tiles being worked. A bit of a toll means that while you're switching to a CE and your cottages are being developed, your opponents (should) have towns.
Isn't not even nearly that simple.In fact, it is. You're switching from a tile (grassland farm) bringing you 3 beakers (+GPP) from the half a specialist you can run, all the way to a tile (grassland cottage) bringing you 1 beaker, then after a short while 2...
That's not a fair assumption let alone a fair comparison.On the contrary! They will disappear instantaneously as you switch to Emancipation and now have 2 to at most 4 scientist slots (and 2 to 4 merchant slots). Of course, you could run other specialists, but compared to cottages or scientists/merchants, their research yields will be small.
On what basis do you say "much" slower? We're discussing whether one is better than the other, which would indicate the situation is at least close... jumping to "much" says you think there's a huge disparity.The cottages will grow doubly as fast with Emancipation, but they'll still take a while to grow! That while will put you to a much slower research pace while your CE companions continue to tech at the same rate they were enjoying just a moment ago.
That assumes the CE has free speech to start with. If the SE gets to Emancipation (and Free Speech) before the CE player, this is not the case. And, as you point out, switching to Free Speech means a loss of commerce/research from Bureaucracy (keeping in mind that many SEs run cottages in the capitol purely to take better advantage of Free Speech -- this is the opposite of a GP Farm in a CE).Yes, they will get to villages pretty fast, but they still won't be towns. A town is worth 3 extra commerce compared to a village (1 from growth, 2 from free speech... and yes, I know you could be running Bureaucracy instead, but if we're talking a decent sized empire, then the boost of free speech towns vs. bureaucracy villages is pretty big)...
And if we stay in SE and don't switch at all, our CE friends might catch up that way too.Yes, that's the point. The issue is that if you don't plan to capitalize on that lead somehow and plan to go into the late-game, then you have to take into account that while we switch to SE, our CE friends might catch up to us.
Agreed. If, that is, it's inferior in the first place (see above), then this conclusion seems accurate.It would keep you ahead if your inferior research would be for a short enough time such that your CE friends don't catch up to you yet before you're equal to them.
That's true only if you plan on running a single-specialist strategy. Many SEs run a mixed bag of specialists. And even if you're doing a single specialist, we should point out that you can run a LOT of spies with the appropriate buildings.If you plan to maintain an economy (such as an espionage economy), then you need some backing: cottages or specialists. The issue is that you won't be able to run as many specialists.
An EE using cottages is very powerful. Think how much commerce you are taking in and how much EP that will generate.However, I guess that if you switch to a hybrid SE(beakers/gold)/SE(espionage), then you will probably have enough specialist slots to not need Caste System anymore.
I guess it's another way to approach it, but in my opinion, any hybrid research/espionage economy wouldn't be that strong. It could still be a viable strategy, and I guess it does deserve a #4 (I never did say that I knew everything).
Disagree. Sounds like you're not familiar with the strategy. I could probably dig up links to the threads if you like.One doesn't "switch to a culture victory".
Not true, not in the sense you're implying. # of trade routes depends upon each player's buildings, techs, and civics. Quality of trade routes you do have depends on open borders, distance, and city size. Commerce income depends on your # of routes and your quality, not those of your trading partner. (The only thing your trading partner impacts is that it "opens up" the possibility of having routes to his cities.)Your cities would already be enjoying these trade routes, as would your opponents' cities.
And I originally thought that mine were the only solutions... silly me![]()