Something I have been thinking alot about lately, is the factor that hammers/beakers/GPP or what have you, that are parcially invested in some project, is quite useless. It's when you reach the tipping point you get the utility.
Not sure how to formulate this into a theory/model yet, and I'm not sure if it's usefull either... But the idea boils down into something like this:
The first hammer you put into a settler is worth nothing in the present. You have just turned that hammer into a piece of parcially built settler that won't see daylight for quite some time. You will get the utility for that hammer later, compared to hammers you put into that settler later on.
If we compare slowbuilding a settler with F+P 10 with a chop-assisted approach, (same production, F+P =10).
In the first case, we invest 10 per turn, and the first 10 we invest have to lie dormant in a parcially built settler for a whopping 10 turns before we get a benefit from those 10 F+P.
T0: 10
T1: 10
T2: 10
T3: 10
T4: 10
T5: 10
T6: 10
T7: 10
T8: 10
T9: 10
T10: The 100 hammers become alive when a settler sees the light of day.
We start to build a settler and a worker chops two forests.
In this chop-assisted aproach, we get something like this:
T0: 10
T1: 10+20
T2: 10
T3: 10
T4: 10
T5: 10+20
T6: The 100 hammers become alive when a settler sees the light of day.
Now, i'm far from certain how to calculate discount on something in civ4... But if we work from the standard settler (which cost 100F+H) invested in a city that works a forested grassland yields 4 F+H per turn, we also get some commerce. So perhaps it's okay to say that we have a interest rate of 5% per turn? This might be grossly in error, but let's use it for theorycrafting.
This means that 10F+H that is at a turn lying dormant in a parcially built settler has an opportunity cost of 0.5F+H, since those hammers are not doing anything at that turn.
I'm far from certain, but I think that this helps explain why chopping and whipping (and also GA-assisted GP-bulbing).
Not sure how to formulate this into a theory/model yet, and I'm not sure if it's usefull either... But the idea boils down into something like this:
The first hammer you put into a settler is worth nothing in the present. You have just turned that hammer into a piece of parcially built settler that won't see daylight for quite some time. You will get the utility for that hammer later, compared to hammers you put into that settler later on.
If we compare slowbuilding a settler with F+P 10 with a chop-assisted approach, (same production, F+P =10).
In the first case, we invest 10 per turn, and the first 10 we invest have to lie dormant in a parcially built settler for a whopping 10 turns before we get a benefit from those 10 F+P.
T0: 10
T1: 10
T2: 10
T3: 10
T4: 10
T5: 10
T6: 10
T7: 10
T8: 10
T9: 10
T10: The 100 hammers become alive when a settler sees the light of day.
We start to build a settler and a worker chops two forests.
In this chop-assisted aproach, we get something like this:
T0: 10
T1: 10+20
T2: 10
T3: 10
T4: 10
T5: 10+20
T6: The 100 hammers become alive when a settler sees the light of day.
Now, i'm far from certain how to calculate discount on something in civ4... But if we work from the standard settler (which cost 100F+H) invested in a city that works a forested grassland yields 4 F+H per turn, we also get some commerce. So perhaps it's okay to say that we have a interest rate of 5% per turn? This might be grossly in error, but let's use it for theorycrafting.
This means that 10F+H that is at a turn lying dormant in a parcially built settler has an opportunity cost of 0.5F+H, since those hammers are not doing anything at that turn.
I'm far from certain, but I think that this helps explain why chopping and whipping (and also GA-assisted GP-bulbing).