This thread gave me the idea for a little thought experiment...
Imagine posting a fully comprehensive list of actions that should be undertaken from the start of the game, which would then be followed by a human player with no variation from the commands, regardless of the circumstances.
For example, the first turn could be:
But how well will it work? In some cases it would be a fairly good starting script, but in others it would be either weak (eg. loads of seafood/no farmable tiles) or impossible (if the civ starts with Agriculture).
So, you'd have to make the command list more complex, and include a lot of "if x, then y" commands:
Now this is better, but it's still far from being as sophisticated as the kinds of judgements a half-decent civ player will make in the first few seconds of a game. Notably, it doesn't take into account religion, UBs/UUs, traits, other resources and terrain, etc, etc.
To deal with all the possibilities, you'd have to increase the list dramatically, and yet you'd still only have the first turn covered. And when you look a mere 20-30 turns down the line, when other civs have been discovered (or not), things have got incredibly complicated, requiring a command list spanning many, many pages. But it would still make for a very weak game when compared to the player using his/her own judgement, taking into account the synergy between different game elements, planning ahead, and leveraging the advantages he/she receives.
So, if you want to make the comparison with Chess, what would the first turn command list look like there?
And nothing more. Assuming no foreknowledge of the psychology or playing style of the opponent, there are no other commands that can be given at this point. Even as you get further into the game, the range of possible moves remains very limited in comparison, and the range of commands will never be more than a tiny fraction of that in the civ model.
(Comparing civ and chess is probably pointless anyway. It's like comparing, say, motor racing and boxing - one is first past the post, the other is last man standing).
Overall, not only does this thought experiment hint at just how complex cIV is for human and AI players alike, but it also demonstrates why players who come here asking for hard-and-fast rules as to how to win at civ are looking at things the wrong way - it's not necessarily the case that there's no right answer, it's just that the right answer would be so mind-bogglingly lengthy as to be utterly useless.
Imagine posting a fully comprehensive list of actions that should be undertaken from the start of the game, which would then be followed by a human player with no variation from the commands, regardless of the circumstances.
For example, the first turn could be:
This, then, mimics the most basic kind of script for a computer-controlled civ.Move warrior/scout in the direction which will reveal the largest # of tiles
Settle city
Begin building Worker
Work tile with the highest food/hammer output
Begin researching Agriculture
End turn
But how well will it work? In some cases it would be a fairly good starting script, but in others it would be either weak (eg. loads of seafood/no farmable tiles) or impossible (if the civ starts with Agriculture).
So, you'd have to make the command list more complex, and include a lot of "if x, then y" commands:
Move warrior/scout in direction which will reveal the largest # of non-water/tundra/ice tiles
Settle city
If no seafood is present, begin building Worker
If seafood is present, but Fishing is not yet researched, begin building Worker
If seafood is present, and Fishing is researched, begin building Workboat
If building Worker, work tile with the highest food/hammer output
If building Workboat, work tile with the highest hammer output
If seafood is present, but Fishing is not yet researched, begin researching Fishing
If seafood is not present, farmable land is present, and Agriculture is not yet researched, begin researching Agriculture
If seafood is not present, farmable land is not present, and Mining is not yet researched, begin researching Mining
If seafood is not present, farmable land is not present, and Mining is researched, begin researching Bronze Working
End Turn
Now this is better, but it's still far from being as sophisticated as the kinds of judgements a half-decent civ player will make in the first few seconds of a game. Notably, it doesn't take into account religion, UBs/UUs, traits, other resources and terrain, etc, etc.
To deal with all the possibilities, you'd have to increase the list dramatically, and yet you'd still only have the first turn covered. And when you look a mere 20-30 turns down the line, when other civs have been discovered (or not), things have got incredibly complicated, requiring a command list spanning many, many pages. But it would still make for a very weak game when compared to the player using his/her own judgement, taking into account the synergy between different game elements, planning ahead, and leveraging the advantages he/she receives.
So, if you want to make the comparison with Chess, what would the first turn command list look like there?
Move piece x to square y
End turn
And nothing more. Assuming no foreknowledge of the psychology or playing style of the opponent, there are no other commands that can be given at this point. Even as you get further into the game, the range of possible moves remains very limited in comparison, and the range of commands will never be more than a tiny fraction of that in the civ model.
(Comparing civ and chess is probably pointless anyway. It's like comparing, say, motor racing and boxing - one is first past the post, the other is last man standing).
Overall, not only does this thought experiment hint at just how complex cIV is for human and AI players alike, but it also demonstrates why players who come here asking for hard-and-fast rules as to how to win at civ are looking at things the wrong way - it's not necessarily the case that there's no right answer, it's just that the right answer would be so mind-bogglingly lengthy as to be utterly useless.