CE vs SE Head-to-Head Experiment!

Wodan

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This thread will be the arena for a comparison between a non-Pyramids/non-Philosophical SE (Specialist Economy) and a non-Financial CE (Cottage Economy).

The basic idea is to play a CE game and a SE game on the exact same map & settings, with a small effort to compile logs so a comparison may be done at the end.

As many people as care to donate their time and intellect are welcome to participate. However, there will be post-test analysis, which will eventually become the second post in this thread. In order to participate in the test, please view the next post to see if the test is still going on.

Definitions

A CE (Cottage Economy) is based upon using cottage cities as the primary source of a civ’s research, and having the research slider at as high a percentage as possible.
-- A cottage city is one with as many cottages as food will permit.
-- Some cottage cities start with a farm or two to grow population faster, but those farms are usually later changed to cottages.
-- (A CE is not prohibited from running some specialists to get GP of a specific type, and frequently does.)

A SE (Specialist Economy) is based upon using science specialists as the primary source of a civ’s research. Farms are used in most cities to provide the food needed to support the specialists.
-- Some SEs run the research slider at a high level, to increase research by what commerce is coming in. Other SEs run the research slider at a lower level, to supplement gold or culture (happiness); this is not as much of a negative for a SE as a CE because the primary source of research from specialists is not affected by the research slider.

It may be counter-intuitive that an economy is defined in terms of research. This is because of several reasons. One is that research is so critical to gameplay, while money (gold) is a necessary evil in many respects (primarily maintenance). Two is that there are very few alternate sources of research (e.g,. Great Library) while alternate sources of gold are more plentiful (e.g., religion shrines).

Background

The inspiration for this test came about during discussion comparing the relative benefits of CE and SE. There are many possible situations where a comparison might be relevant:
-- prior to Liberalism/Democracy with Pyramids
-- prior to Liberalism/Democracy without Pyramids
-- after Liberalism/Democracy
-- modern era with many new cities by conquest
-- with or without Financial

While straightforward to simply compare CE commerce income to SE research income, this does not take into account many other factors. It was therefore decided to perform a live test, logging several different measures of civ performance, to get a real baseline. This baseline could then be used to evaluate how a CE or SE will perform with different game parameters (e.g., different size map or different skill level).

Each tester will play two games with the same game start. One game will be done using a CE, and the other game will be done using a SE. Testers will need to use the same play style for both of their games (e.g., if you want to play a "builder" game then do it for both your CE and your SE games; don't play "builder" in one and "warmonger" in the other). It should be kept in mind that comparisons will be made between the two games for each player, but not between players, except in a general sense.

Baseline Parameters

The parameters which were chosen are:
-- Warlords v.2.0.0.0.
-- Continents
-- Temperate climate
-- Medium sea level
-- Standard world size
-- Shaka as leader
-- Prince difficulty level
-- Normal game speed

(Some testers may voluntarily choose to modify one or at most two of these parameters, at their option, to provide additional data points. The two founding testers (Wodan and MrCynical), however, will strictly adhere to them.)

Each of these parameters could be argued and has its own pros and cons. Without going into extensive divergent details, these are simply the ones that were chosen.

It is encouraged to view each parameter as simply the baseline from which to start an analysis and discussion, rather than as an excuse to ignore the test results.

Test Setup and Logging

Each tester is to create a new game using the parameters as given, and then will play out that game twice. 20 turns will be played as CE and saved, the previous SE save will be loaded, then 20 turns will be played as SE and saved, and so on.

The tester should store the following every 20 turns:
-- Game save, named “Player AD-XXXX CE” or “Player AD-XXXX SE” (e.g., “MrCynical BC-0200 CE”)
-- A simple Excel file (link), named “Player CE vs SE Comparison” with a new row listing current civ-wide demographics (see below).

In addition, a game plan (text file) will be composed. This will be a SHORT description of that player’s starting thoughts and goals for both games. This game plan should be supplemented periodically, with modifying thoughts based on game progression.

Finally, a cumulative game log (text file) will be kept, listing any of the following events as they occur by the civ (don’t list things accomplished by AI civs):
-- whip hammers (list the # of hammers and the city)
-- wonder completion
-- civic change
-- declaration of war by or against the civ
-- tech researched
-- religion change
-- shrine being built
-- GP (great person) disposition: settling, lightbulbing, etc.

The Excel file will store the following:
-- Commerce percentage for research (available from F2 Financial Advisor), allocation to research, percentage for culture, allocation to culture, percentage for gold, allocation to gold
-- Income from taxes, net foreign income (F2)
-- Expenses: unit cost, unit supply, city maintenance, civic upkeep, inflation, total expenses (F2)
-- Civics: government, legal, labor, economy, religion (F3)
-- Demographics: GNP, production, crop yield, population (F9)
-- From the game log: Whipped hammers, GP (Great People) Generated

Game Start

To make things easier, the very early game can be just one set of logs and saves. There is going to be a point where the player makes a conscious decision to perform the first action to become either a CE or a SE. This might be as simple as clicking on a worker action.

Up to that point, the player should keep just one set of logs and saves. They should be named “Player AD-XXXX” and so on.

As soon as the decision point is reached (which will come soon for some players, later for others), the dual saves and logs should be started.

As a side benefit, the vagaries of hut-popping will thus be the same for both games, since most huts will be gone by the time the decision point is reached.

Gameplay Guidelines and Restrictions

The two games by each tester should parallel each other as much as possible, except for decisions based upon the CE or SE situation. For example, if building up and declaring an early war, it should be done for both the CE and SE games. (To contrast, it makes sense to prioritize Civil Service for the SE game to gain the irrigation benefit.) Tech research paths should thus parallel each other as much as possible.

Wonders should be avoided where they will have a big impact on gameplay, unless the wonder is able to be achieved by both the CE and SE games. Some wonders, such as Chichen Itza, don’t have a big impact on gameplay but might be beneficial for GPP points or such. Others, such as Hagia Sophia, do have a big impact; even though not directly related to the question of CE vs SE, if one of the games has the wonder while the other does not, then this could skew the results. This situation should be avoided.

Furthermore, esoteric strategies should be avoided, such as Globe Theatre high-frequency whipping/drafting. While they won’t bias the test per se, they are beyond the norm and will place the test outside the area of a “typical game”. The goal is to have the test as baseline as possible, to facilitate each player comparing the test to his or her own playing style or goals in a particular game.

Play style should be kept the same between the two games for a player. If doing a “relaxed, builder game” for the SE, that should be done for the CE as well.

In addition, the following general restrictions should be considered to be in force:
-- Both CE and SE games may have any number of “production cities” (cities with little to no commerce generation and/or specialists).
-- CE should have a minimum of 50% cottage cities within the “core empire”. The core empire can be considered roughly all cities built or captured before Liberalism/Democracy.
-- CE may not manually assign specialists in the core empire, with the following exceptions: “free” specialists (e.g., Mercantilism), when population surpasses size 21 (because specialists are the only option), if using citizen automation (see below), in a “GP Farm”, or before the 2nd GP of the game is generated in at most two cities (with the goal to spawn an early GP of a specific type).
-- If CE is using citizen automation, specialists are permitted but no “forced” specialists are allowed; however, note that the citizen automation feature often assigns a specialist that may not be desirable to the CE player.
-- CE may have a “GP Farm”, including all farms, running caste system and/or assignment of science specialists, as desired.
-- SE may have up to 25% commerce cities in the core empire, including cottage usage in those cities. Common sense should rule and specialist cities should always be run in preference to commerce cities, except for possibly the capitol (because of Bureaucracy) and/or a super-commerce city (perhaps because terrain restrictions forced cottages as the best option for that city).
-- SE should have a minimum of 35% specialist cities in the core empire with farms and no cottages.
-- For both CE and SE, cities captured after Liberalism/Democracy (i.e., not in the core empire, by definition) may either be transformed or kept as is (in effect changing the CE or SE to a hybrid economy).
-- At no time may WorldBuilder be loaded.
-- Reloading to return to an earlier point of the game (to undo some outcome) is not permitted.

To a large extent, this test is “on your honor.” Players should adhere to the spirit of the program. This test has not been exhaustively set up, and therefore it is likely that one or more gameplay loopholes exist. However, any kind of shady behavior or rules lawyering to find a loophole will surely be discovered, invalidating the test and all effort that went into it. There are no winners or losers here, and it is expected that all testers behave as adults and stand up to the challenge, as well as the possibility of having previous beliefs proved to compare unfavorably. In fact, the honorable thing to do would be to point out the potential loophole as soon as it is discovered, so that honest discussion may take place along with possible corrective measures.

The “SE -> CE” Switch

One or more testers may opt to do a switch from an pre-Liberalism/Democracy SE to a CE. This is optional. If done, this should be a third game tracked in the same way as the other two. Logs, etc. should begin on whatever turn there is a decision point, and saved games should begin at that time.

Critique

As mentioned, post-test analysis will be done primarily between each tester’s CE and SE games. Comparisons between testers will be in a general sense and avoid the trap of comparing play styles. Play style will not be critiqued, nor should it, except in observation of how it impacted the comparison of CE vs SE.
 
Placeholder -- When the test is completed, this post will be edited and the results will be posted here.

In the meantime, new participants are welcome to join! Please indicate your desire to participate by posting below or by sending a private message to Wodan. (To send me a private message, just click on my icon over there to the left.)

Following are the current test participants:
MrCynical (founding tester)
Wodan (founding tester, thread editor/secretary)
Samson
Shillen (playing with no cottages in SE)

MrCynical and Wodan do not expect others to join, but are certainly willing to allow them to do so. The more participants, the more data points will be available, and the better the resulting analysis will be. Please realize that participants must be committed to finishing their games in a timely manner, under the constraints posted earlier. Those who cannot commit to this should not volunteer. Discussion following the test will be open to everyone, of course!
 
The blank Excel file (for game data) is below in a .zip archive. Please download and rename this file to store your game data. (To rename, just change the word "Player"to have your alias. For example, I would rename the file to be "Wodan CE vs SE Comparison.xls")

If you don't have Excel, please send me a private message and I'll provide a CSV (comma separated values) format to use. If you have Excel but have never used it before, it's not difficult. All you really need to do is type in numbers every 20 turns. (To send me a private message, just click on my icon over there to the left.)

Save backup copies periodically!

As described above in the first post in the thread, there are a few other things requested of you... game saves and text file logs. There are a few ways we could handle this, but the easiest I think is to simply store all these files in a folder, .zip that folder, and post it as an attachment to a post here (like I did with the Excel file). Here are some steps to do this:

1) Create a folder on your desktop. Call it "Player CE vs SE Test Results". Right click on desktop, New, Folder.
2) When done with your test games, Move or Copy your saved games to here. Your saved games should be in "C:\Documents and Settings\YOUR WINDOWS NAME\My Documents\My Games\Warlords\Saves\single"
3) Put your text file logs in there too.
4) When ready to upload, right click on the folder name, choose "Send To / Compressed (zipped) folder". This will create a new file with a folder icon with a chain across it.
5) Come back here, post a message, say "Here are my results!" using the Advanced editor (not the Quick Reply). Down at the bottom you'll see a place for Manage Attachments. Click on there... you'll now see a window with an area to browse for your Compressed/Zipped folder, and a button to Upload it.

Questions/problems feel free to ask. Thanks and good luck!

Wodan
 

Attachments

OK, I've begun the experiment. Currently I'm at 600AD in both SE and CE games. There's been a certain amount of divergence so far, due to a combination of a city that flipped much earlier in one game than the other, different AI city placement forcing me to vary city placement slightly, and a slower production rate in one economy forcing a delay in a war. Still, they're reasonably comparable so far and I'm trying to prevent further unnecessary divergence.

One query/problem; the spreadsheet has a number of columns set up as percentages, which I don't think should be. Specifically the Income taxes, Unit Cost, City Maintenance and Inflation are setup to be percentages, but I can't see any reason for this. It also means that the calculated total expenses in the spreadsheet are incorrect unless I either delete the percentage sign, or enter in values 100 times greater than they actually are in these columns.
 
I'm eager to see the results of this experiment. The one thing that concerns me is that it seems like you're unfairly handicapping both strategies with unrealistic rules. For example, you've said that you may not build The Pyramids and that the cottage economy can not manually assign any specialists. Would you ever actually play that way in a real game? Would you ever say, "I'm going to play a specialist economy, but I won't allow myself to build the one wonder that I know will nearly double my research?" Would you ever say, "I'm going to play a cottage economy, but if the AI wants to give me an artist specialist since I have a theater, I'll just let it do that even though I have no interest in a great artist?"

I understand that you're trying to minimize the differences between the two games and eliminate random factors, but to some degree I think you're invalidating the experiment. The cottage and specialist economies are two fundamentally different approaches that lead to different strategies. With these restrictions, you force the choice of a strategy that is inherently biased toward one economy or the other or of a strategy that is inherently lousy for both. Either way, you're playing two games in ways that you wouldn't actually put into practice in more realistic scenarios.
 
MrCynical said:
One query/problem; the spreadsheet has a number of columns set up as percentages
I'll fix this and update the posted spreadsheet. (To fix it on yours, just highlight the affected cells, hit Ctrl-1, and change from Percentage to Number.)

I've started but haven't gotten as far as you have, MrCynical. No major problems so far.

Wodan
 
"Head-To-Head!"
"Head-To-Head!"
"Head-To-Head!"
"Head-To-Head
!"
 
Dr Elmer Jiggle said:
I'm eager to see the results of this experiment. The one thing that concerns me is that it seems like you're unfairly handicapping both strategies with unrealistic rules. For example, you've said that you may not build The Pyramids and that the cottage economy can not manually assign any specialists. Would you ever actually play that way in a real game?
Many players feel that if you can't guarantee a wonder, then basing your game upon a strategy that relies upon that wonder is an iffy proposition.

It's not a question of "will wonder X help my game?" It's a question of "if I try to get wonder X but the AI beats me to it, is my game totally in the crapper or am I still going to be competitive?"

This experiment seeks to answer that question.

Dr Elmer Jiggle said:
Would you ever say, "I'm going to play a cottage economy, but if the AI wants to give me an artist specialist since I have a theater, I'll just let it do that even though I have no interest in a great artist?"
I think you're mixing things a bit here... The permission to let the city-automation feature add a specialist was PURELY to accommodate players who didn't want to micromanage their citizens.

Dr Elmer Jiggle said:
I understand that you're trying to minimize the differences between the two games and eliminate random factors, but to some degree I think you're invalidating the experiment. The cottage and specialist economies are two fundamentally different approaches that lead to different strategies. With these restrictions, you force the choice of a strategy that is inherently biased toward one economy or the other or of a strategy that is inherently lousy for both. Either way, you're playing two games in ways that you wouldn't actually put into practice in more realistic scenarios.
I think I adequately answered your concern about the Pyramids.

As for a CE and specialists... can you suggest circumstances where it would be better for a CE strategy to use a specialist rather than working another cottage? About the only time I can imagine this would be good is if the CE player tanks her economy (by overexpansion or something), in which case resorting to science specialists is about the only way to keep research coming in.

The restriction against CE specialists is not necessarily a bad thing. A specialist provides short-term gains at the cost of long-term gains, which is exactly what the CE is all about. If you're going to cut your own legs out from under you in that way, that will just invalidate the CE model.

Wodan
 
Wodan said:
I think I adequately answered your concern about the Pyramids.

Yeah, that makes sense, though I would argue that The Pyramids come early enough in the game that if you fail to build them, you aren't locked into one type of economy or another. If you try to build The Pyramids to facilitate a specialist economy but you get beaten, then start building cottages.

Criticizing the specialist economy as being based on building a wonder is like criticizing an axeman rush as being based on finding nearby copper. It is, but that doesn't mean that if you don't find copper you have to give up and start over on a new game. You just need to adjust your strategy to reflect the new game situation.

As for a CE and specialists... can you suggest circumstances where it would be better for a CE strategy to use a specialist rather than working another cottage?

Sure. Maybe not in general, but there are definitely situations.

What if I manage to get lucky and found 2 religions in one city. It's not likely, but it certainly happens. Now I want at least 2 prophets and a scientist, but under your rules I can only adjust my specialists to ensure the first 2 of them. Then after that I need to hope the governor makes the right choices.

What if I try something like building The Great Wall in order to generate an engineer who will rush The Great Library. Then I'll get a scientist from that as my second great person, but what if I want a prophet later to build a shrine? Too bad, because I can't adjust my specialists to add prophet points.

That's two. I'm sure there are others. Maybe I'm misinterpreting your rules. I read them as saying that after the first 2 great people, you have to let the governor manage all specialists.
 
-- SE may have up to 25% commerce cities in the core empire, including cottage usage in those cities.
-- SE should have a minimum of 35% specialist cities in the core empire with farms and no cottages.
Pure SE should never have any cottages. Ever. Even conquered cities that might have some cottages should be changed to farms. Exception in very few cases in a late game. All cities in SE except production cities should have some specialist assigned sooner or later.
If player has 25% cottage cities, that’s not pure SE but hybridE.

Mimicking moves for both types of economy is not always possible, nor desirable.
For example - when playing pure SE you don’t need to bline for Printing Press tech soon, but it is quite a difference when playing CE.

There are few other things I don’t agree with as well, but to lazy to put it down.
You have a lot of free time on your hands , btw.
 
Dr Elmer Jiggle said:
Sure. Maybe not in general, but there are definitely situations.

What if I manage to get lucky and found 2 religions in one city. It's not likely, but it certainly happens. Now I want at least 2 prophets and a scientist, but under your rules I can only adjust my specialists to ensure the first 2 of them. Then after that I need to hope the governor makes the right choices.

What if I try something like building The Great Wall in order to generate an engineer who will rush The Great Library. Then I'll get a scientist from that as my second great person, but what if I want a prophet later to build a shrine? Too bad, because I can't adjust my specialists to add prophet points.

That's two. I'm sure there are others. Maybe I'm misinterpreting your rules. I read them as saying that after the first 2 great people, you have to let the governor manage all specialists.

Why not just play within the scope of the experiment and assume that these are outside the bounds (and don't do them?)
 
Enigma256 said:
just a general question regarding SE:
how do you manage health?

All unhealth does is raise the food-cost per citizen from 2 to 3 when you exceed the health threshhold.

Also, isn't some divergence between the two games inevitable, for surely there are cases where a SE and a CE might need to go in completely different directions? Furthermore, isn't this a test to evaluate the relative efficacy of each strategy, and if so would it not be in its best interests for each strategy to pursue a path of maximum benefit to it? If one path, for example, allowed you to build the Taj Mahal before any AI, but the other did not, isn't more artificial to decide not to build that wonder? Isn't it indirectly one of the "benefits" of that path?

On the other hand, trying to figure out a fair way to compare two different strategies is extremely difficult, so my quibbles might be unduly harsh. Each path tries to tug in different directions, but the only way to truly isolate the variable of the Economy, the two games must be structurally as similar as possible.
 
Wodan said:
-- SE may have up to 25% commerce cities in the core empire, including cottage usage in those cities.
-- SE should have a minimum of 35% specialist cities in the core empire with farms and no cottages.

Yeah I don't quite get this rule either. What is the reasoning for having any commerce cities at all in a specialist economy? The whole point of the people who are pro-SE are stating that using specialists is better than using cottages. So why would you ever build a cottage? IMO it's not an SE if you have cottage cities. Most games there are only 2-3 cities that are generating the majority of the player's commerce anyway. So if a SE player makes 2-3 cities commerce cities then he's very likely to do just as well as the CE player....not because the SE is equal to the CE, but because he has a cottage economy.
 
acidsatyr said:
Pure SE should never have any cottages. Ever. Even conquered cities that might have some cottages should be changed to farms. Exception in very few cases in a late game. All cities in SE except production cities should have some specialist assigned sooner or later.
If player has 25% cottage cities, that’s not pure SE but hybridE.

Mimicking moves for both types of economy is not always possible, nor desirable.
For example - when playing pure SE you don’t need to bline for Printing Press tech soon, but it is quite a difference when playing CE.

There are few other things I don’t agree with as well, but to lazy to put it down.
You have a lot of free time on your hands , btw.

Shillen said:
Yeah I don't quite get this rule either. What is the reasoning for having any commerce cities at all in a specialist economy? The whole point of the people who are pro-SE are stating that using specialists is better than using cottages. So why would you ever build a cottage? IMO it's not an SE if you have cottage cities. Most games there are only 2-3 cities that are generating the majority of the player's commerce anyway. So if a SE player makes 2-3 cities commerce cities then he's very likely to do just as well as the CE player....not because the SE is equal to the CE, but because he has a cottage economy.

Personally What I do in My games when I run a Specialist Economy, I build Cottages In my Capital and Run Bureaucracy for most of the game, Generally Post Emancipation I run Nationhood for the extra Happiness to control those unahppy citizens, there's no point running Free Speech or Vassalage (unless I'm Spiritual and Going to War)

I may Stay With Bureaucracy, I just Have to check my financial Advisor to see with Civics allow me to research faster.
 
kniteowl said:
Personally What I do in My games when I run a Specialist Economy, I build Cottages In my Capital and Run Bureaucracy for most of the game, Generally Post Emancipation I run Nationhood for the extra Happiness to control those unahppy citizens, there's no point running Free Speech or Vassalage (unless I'm Spiritual and Going to War)

I may Stay With Bureaucracy, I just Have to check my financial Advisor to see with Civics allow me to research faster.

Ok I can understand if only your capital uses cottages because of bureaucracy, but I don't get why any other cities would have them (unless it's impossible to irrigate).
 
Dr Elmer Jiggle said:
Yeah, that makes sense, though I would argue that The Pyramids come early enough in the game that if you fail to build them, you aren't locked into one type of economy or another. If you try to build The Pyramids to facilitate a specialist economy but you get beaten, then start building cottages.
A valid point.

On the other hand, perhaps, just perhaps, under some circumstances a SE is better than a CE even without the Pyramids.

Without testing the hypothesis, we'll never know.

Dr Elmer Jiggle said:
What if I manage to get lucky and found 2 religions in one city. It's not likely, but it certainly happens. Now I want at least 2 prophets and a scientist, but under your rules I can only adjust my specialists to ensure the first 2 of them. Then after that I need to hope the governor makes the right choices.

What if I try something like building The Great Wall in order to generate an engineer who will rush The Great Library. Then I'll get a scientist from that as my second great person, but what if I want a prophet later to build a shrine? Too bad, because I can't adjust my specialists to add prophet points.

That's two. I'm sure there are others. Maybe I'm misinterpreting your rules. I read them as saying that after the first 2 great people, you have to let the governor manage all specialists.
If you join the test and find yourself in that situation, by all means go for it. I for one am not going to hold your fat to the fire over that minor detail.

acidsatyr said:
Pure SE should never have any cottages. Ever.
Why?

acidsatyr said:
Mimicking moves for both types of economy is not always possible, nor desirable. For example - when playing pure SE you don’t need to bline for Printing Press tech soon, but it is quite a difference when playing CE.
Yes, exactly, which is why it was clearly stated that you didn't have to when there was a good reason for it.

acidsatyr said:
You have a lot of free time on your hands , btw.
I just type fast. And, I'm not lazy. Live hard, play hard.

Enigma256 said:
just a general question regarding SE:
how do you manage health?
The same way you manage it with a CE.

Hans Lemurson said:
Also, isn't some divergence between the two games inevitable, for surely there are cases where a SE and a CE might need to go in completely different directions?
Yes, why it is specifically stated that you can diverge when there's a good CE/SE reason for it.

Shillen said:
Yeah I don't quite get this rule either. What is the reasoning for having any commerce cities at all in a specialist economy?
-- Because a SE needs money too. Commerce cities provide money. It's another "dial" you can twist to manage your economy.
-- In addition, it gives the player the option to perform a SE->CE switch midgame with less of an upset tummy.
-- If you assign merchants then this dilutes your influx of great scientists. That drastically changes the equation. GS are much better at lightbulbing, for one thing.

Shillen said:
So why would you ever build a cottage? IMO it's not an SE if you have cottage cities.
IMO it's a SE if the primary source of research is scientists.

You're very welcome to join the test and run no cottage cities at all. That would be a very valid data point to have.

Shillen said:
Most games there are only 2-3 cities that are generating the majority of the player's commerce anyway. So if a SE player makes 2-3 cities commerce cities then he's very likely to do just as well as the CE player....not because the SE is equal to the CE, but because he has a cottage economy.
I agree. In the scenario you paint, that's a CE with a few specialists. But then again, that doesn't meet my criteria for a SE any more than it meets yours, so we have nothing to argue about here. :)

Wodan
 
Sure I'm up for playing a game. My SE will only have cottages in the capital.
 
Wodan said:
acidsatyr said:
Pure SE should never have any cottages. Ever.
Why?

I'm with you on that one. Nobody would dream of saying that a cottage economy should have no farms or specialists, ever. Why would you apply a similar rule to a specialist economy? Naturally, you should prioritize farms over cottages in the same way you would do the opposite in a cottage economy, but to say that you can never, ever build a cottage under any circumstances for any reason is ludicrous.

What do you do with flatlands tiles that can't be irrigated? Do you just penalize yourself by building no improvement, since cottages are illegal? I don't know, I think I'd rather build a cottage instead.
 
Wodan said:
Finally, a cumulative game log (text file) will be kept, listing any of the following events as they occur by the civ (don’t list things accomplished by AI civs):
-- whip hammers (list the # of hammers and the city)
-- wonder completion
-- civic change
-- declaration of war by or against the civ
-- tech researched
-- religion change
-- shrine being built
-- GP (great person) disposition: settling, lightbulbing, etc.

I have an "Auto Log" txt File that Records events but it never record the number of hammers whipped and it also includes the AI events So How Do I include the Number of whipped hammers and Excludes AI Events on my "Auto Log"?
 
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