gamemaster3000
Warlord
- Joined
- Dec 6, 2005
- Messages
- 189
This is for civ players that are HARDCORE and want to solve the puzzle of a city named XXX. People that care about increasing the quality of their gameplay and think of Civ as almost a hobby is mostly who I'm directing this at.
Goal: Put some numbers to my gut feelings about working tiles to maximize commerce.
Experiment: To run some rough simulations at approximately the medieval tech level. I was thinking they'd be intellectual simulations just in Excel, but I might do it through the world builder.
Problem: Decrease the exponential complexity of the problem and still get meaningful results. Also, there are tons and tons of small rules to this challenge but the overall picture is to try and find the balance between growing early or producing buildings early and growing.
Winner: Whoever follows the rules of the simulation and has generated the most commerce after 200 turns.
I hope to edit the entire puzzle tuesday july 17th but I wanted to at least get the basics down.
City XXX has the following in its city radius:
2 flood plains
3 grassland
3 plains
2 forested grassland
2 forested plains
1 tile that gives 6 food irrigated (corn I believe) You have to keep the farm for health reasons in other cities.
2 grassland hills
2 plains hills
1 forested grassland hill
1 forested plains hill
1 tile that gives 3 hammers and 5 commerce with a mine (plains hills gold, I believe) You have to keep the mine for happiness reasons in other cities.
City XXX is not on a plains hill, so it gets 2 food 1 hammer 1 commerce base.
Every flat tile can be irrigated, but we're going to leave out river commerce bonuses.
We're at this level of tech:
Farms: +1 food
Workshop: -1 food +1 hammer
Watermill: Whatever they start at with machinery (+2h +1c?)
Windmill: Whatever they start at with machinery (+1f +2c?)
Cottage: This is tricky...to make life easy we'll assume cottages/villages/town give a straight 3 commerce a turn for the entire challenge. (subject to change!)
Mine: +2 hammers
Your city can grow up to size 12 and no higher. Its assumed you have a granary. I hope to post the food amounts to go up levels tomorrow.
You can build the following buildings, we'll assume beakers and coin are equivalent for now. Hope to post the hammer costs tomorrow:
Market +25% to your base commerce
Grocer +25% to your base commerce
Bank +50% to your base commerce
Library +25% to your base commerce
University +25% to your base commerce
You CANNOT change which tiles you work whenever you want. As soon as you grow, you can pick which new tile will be worked, but you have to keep it. At turns 50, 100, and 150, you can reassign them all. This is to simulate a level of micromanaging that I can still enjoy the game at.
One other thing I think is important to simulate is that your first 50 hammers have to go towards military...i.e. You have to produce 50 hammers before you can start building any of the buildings above. (You can think of it as starting at -50 hammers).
Chopping forests does not yield hammers. You're allowed to chop any or all of the forests but I personally would like to see 4 forests remaining (I love a little forest health.)
If you're still reading you're super cool. I hope I haven't made you lose the big picture yet. So here's how I picture this happening:
1. Before beginning the simulation, you pick what improvements you want on each of the tiles you're given. You can build anything civ would normally allow, and a maximum of 4 watermills. So you start the simulation with all the tiles improved exactly how you want them.
2. If we go the spreadsheet route, you pick which tile you're going to work at population 1, then track how much commerce, food, and hammers you generate on turn 1.
3. Figure out what you generate on each turn until your population grows. Then pick which tile you're going to work now, track your commerce, food, and hammers until you grow, etc.
4. When you hit turn 50, 100, and 150, you can reassign all your tiles. When you finish one of the buildings listed above, you multiply your commerce by the bonus.
5. Poster with the highest cumulative commerce produced at turn 200 wins.
I hope to get just a few responses, I know this is still just an idea but it'd be cool to quantify some of the stuff I've thought about in this game for over a decade. I also want to make a more accurate way to simulate cottage growth that isn't super tedious.
Thoughts are welcome,
Gamemaster3000
Ceterum censeo, Carthaginem esse delendam.
Goal: Put some numbers to my gut feelings about working tiles to maximize commerce.
Experiment: To run some rough simulations at approximately the medieval tech level. I was thinking they'd be intellectual simulations just in Excel, but I might do it through the world builder.
Problem: Decrease the exponential complexity of the problem and still get meaningful results. Also, there are tons and tons of small rules to this challenge but the overall picture is to try and find the balance between growing early or producing buildings early and growing.
Winner: Whoever follows the rules of the simulation and has generated the most commerce after 200 turns.
I hope to edit the entire puzzle tuesday july 17th but I wanted to at least get the basics down.
City XXX has the following in its city radius:
2 flood plains
3 grassland
3 plains
2 forested grassland
2 forested plains
1 tile that gives 6 food irrigated (corn I believe) You have to keep the farm for health reasons in other cities.
2 grassland hills
2 plains hills
1 forested grassland hill
1 forested plains hill
1 tile that gives 3 hammers and 5 commerce with a mine (plains hills gold, I believe) You have to keep the mine for happiness reasons in other cities.
City XXX is not on a plains hill, so it gets 2 food 1 hammer 1 commerce base.
Every flat tile can be irrigated, but we're going to leave out river commerce bonuses.
We're at this level of tech:
Farms: +1 food
Workshop: -1 food +1 hammer
Watermill: Whatever they start at with machinery (+2h +1c?)
Windmill: Whatever they start at with machinery (+1f +2c?)
Cottage: This is tricky...to make life easy we'll assume cottages/villages/town give a straight 3 commerce a turn for the entire challenge. (subject to change!)
Mine: +2 hammers
Your city can grow up to size 12 and no higher. Its assumed you have a granary. I hope to post the food amounts to go up levels tomorrow.
You can build the following buildings, we'll assume beakers and coin are equivalent for now. Hope to post the hammer costs tomorrow:
Market +25% to your base commerce
Grocer +25% to your base commerce
Bank +50% to your base commerce
Library +25% to your base commerce
University +25% to your base commerce
You CANNOT change which tiles you work whenever you want. As soon as you grow, you can pick which new tile will be worked, but you have to keep it. At turns 50, 100, and 150, you can reassign them all. This is to simulate a level of micromanaging that I can still enjoy the game at.
One other thing I think is important to simulate is that your first 50 hammers have to go towards military...i.e. You have to produce 50 hammers before you can start building any of the buildings above. (You can think of it as starting at -50 hammers).
Chopping forests does not yield hammers. You're allowed to chop any or all of the forests but I personally would like to see 4 forests remaining (I love a little forest health.)
If you're still reading you're super cool. I hope I haven't made you lose the big picture yet. So here's how I picture this happening:
1. Before beginning the simulation, you pick what improvements you want on each of the tiles you're given. You can build anything civ would normally allow, and a maximum of 4 watermills. So you start the simulation with all the tiles improved exactly how you want them.
2. If we go the spreadsheet route, you pick which tile you're going to work at population 1, then track how much commerce, food, and hammers you generate on turn 1.
3. Figure out what you generate on each turn until your population grows. Then pick which tile you're going to work now, track your commerce, food, and hammers until you grow, etc.
4. When you hit turn 50, 100, and 150, you can reassign all your tiles. When you finish one of the buildings listed above, you multiply your commerce by the bonus.
5. Poster with the highest cumulative commerce produced at turn 200 wins.
I hope to get just a few responses, I know this is still just an idea but it'd be cool to quantify some of the stuff I've thought about in this game for over a decade. I also want to make a more accurate way to simulate cottage growth that isn't super tedious.
Thoughts are welcome,
Gamemaster3000
Ceterum censeo, Carthaginem esse delendam.