Games statistics

I also believe the "traderoute profits/total expenses", "resourcetrading profits/total expenses", and ":science: generated at zero research slider rate" (ie. specialist economy contribution to total research) are important information to measure the success of an economy... so it would be nice if future posts also include such details...

To measure traderoute profits looking at the import/export data at the info screen might not be enough, because internal traderoutes might not be included. Best is to find the average traderoute profit and multiply by the number of cities and traderoute number per city.

edit: my game was played on Pangea, and I knew all AIs by 1AD. Eliminated 2 of them, so 15 were left.
 
I must have misread, I thought you had 12 cities at that point. 354 :science: sounds closer to what I would have expected from your maximum possible output, but I think what you actually did in the game is more important for the purposes of this thread. Its good to know both your actual output and your maximum theoretical output though. BARBEERIAN, maybe you should go back and see what deals you can cut for your resources and how far that will let you crank the slider?

Btw, if having too much happy is the worst of your problems, youre in good shape ;)

Edit: Quick question: how many AIs did you each know by that point?

Edit: Perhaps we should compile a list of metrics first? Start with important raw numbers and then build some synthetic ratios.

Raw numbers
Geographical - total cities, total pop
Economic - traderoute profit, resourcetrade profit, gold at zero slider, gold at 100% slider
Scientific - number of techs researched/traded, total value of techs researched/traded, beakers at zero slider, beakers at 100% slider
Production - total hammers, list of wonders/units built
Citybased - best hammer/commerce/science/pop city value
Political - number of AIs known

Some of these numbers are going to take too long to work out for some people to bother, which is fair enough.

Ratios
Comparing 0% and 100% science/gold output would be a useful ratio.
Tradeprofits/AIs known
Wonder hammers/unit hammers
Hammers/commerce per pop


I'll throw together a spreadsheet. :)
 
This spreadsheet has a few values for VirusMonsters game filled in, as he has the most comprehensive stats posted so far. Ive put placeholder values in other fields.

Edit: Aaaand theres the first bug... cell H13 should be =(C13-C14)/C13*100

Edit: And the second bug... gold per pop at 0% should be =C13/C7. I'll post a fixed version after I get something to eat.
 

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I must have misread, I thought you had 12 cities at that point. 354 :science: sounds closer to what I would have expected from your maximum possible output, but I think what you actually did in the game is more important for the purposes of this thread. Its good to know both your actual output and your maximum theoretical output though. BARBEERIAN, maybe you should go back and see what deals you can cut for your resources and how far that will let you crank the slider?

Btw, if having too much happy is the worst of your problems, youre in good shape ;)

Edit: Quick question: how many AIs did you each know by that point?

Edit: Perhaps we should compile a list of metrics first? Start with important raw numbers and then build some synthetic ratios.

Raw numbers
Geographical - total cities, total pop
Economic - traderoute profit, resourcetrade profit, gold at zero slider, gold at 100% slider
Scientific - number of techs researched/traded, total value of techs researched/traded, beakers at zero slider, beakers at 100% slider
Production - total hammers, list of wonders/units built
Citybased - best hammer/commerce/science/pop city value
Political - number of AIs known

Some of these numbers are going to take too long to work out for some people to bother, which is fair enough.

Ratios
Comparing 0% and 100% science/gold output would be a useful ratio.
Tradeprofits/AIs known
Wonder hammers/unit hammers
Hammers/commerce per pop


I'll throw together a spreadsheet. :)

I don't have it saved at 1AD (damn me and my single save laziness) so I can't do it precisely but I can guestimate. But I'm pretty sure if I converted my 6 Merchants and 1 Priest into scientists that's about 27 extra beakers (after Libraries). If I stopped working the 4 mines in the capital I'd add another 42 Beakers or so(Library + Academy). So that'd give me about +231:science: overall.

Resource trading won't add much though, most of the other people on my continent have pretty much everything I do so my extra resources are sitting in some shipping container until I meet new civs which probably keeps my slider 10-20% lower than it could be if I could trade with all 8 other existing civs instead of 3. If I magically was able to meet and trade with other civs that turn I could probably squeeze another 15-30 beakers into my empire, maybe more if they had a fair bit of gold/turn available.
 
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