HARDCORE XXX Puzzle!

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.
 
I opened this thread thinking there would be porno...:mischief:
 
You know, to be honest, this could be a really good illustration of the superiority of set based vs. procedural based operations using MS SQL. In any case, this would be a fun little thing to set up in different ways (Excel gurus could do it, using real programming/databases might be cheating but could be more extensible).

Cool stuff!
 
you know if you just posted a game made from wordlbuilder with a single city like this it would be sooo much easier... also way way more fun. ppl like to play not to jump around in excel.
 
Do you get slavery? I don't like the micromanagement restriction, but that's just me. The cottage restriction also kind of defeats the purpose. And is there worker build time?

Do you begin size 1 with no granary storage?
 
Food for population n: 20+2*n
Food priority 6,4,4,3,3,3,3,3,2,2,2,2
Fastest build to 12
Turn food-granary-pop
1 0-0-1
2 6-6-1
3 12-11-1
4 18-11-1
5 (2+11)-0-2
6 (13+8)-8-2
7 (21+8-24+12)-0-3
8 (17+10-26+10)-0-4
9 (11+11)-11-4
10 (22+11-28+14)-0-5
11 (19+12-30+12)-0-6
12 (13+13)-13-6
13 (26+13-32+16)-0-7
14 (23+14-34+14)-0-8
15 (17+15)-15-8
16 (32+15-36+18)-0-9
17 (29+15-38+15)-0-10
18 (21+15)-15-10
19 (36+15-40+20)-0-11
20 (31+15-42+15)-0-12
So you can easily whip 3 times yet still be at size 12 by turn 50. With a full granary, you should be able to grow to size 8 in 10 turns from size 1, or size 20 in about 15 turns. So before your second whip, production is finished, whip something huge for the second whip (like the bank), then some 25%.

I'm just saying this for reference, so you can assume you can do better than 150 turns of 100% bonus (bank, can probably funnel surplus into a library while whipping a market)

Oh, optimal commerce is 1 cornfield, 10 cottages, 1 gold=35. It's a little better than 11 cottages, one grass hill windmill. You can cottage grassland hills, by the way. So people should be able to beat 35*2*150=10500 commerce. all the multipliers for the last 100 turns is 35*2.5*100=8750.

Best production is 1 corn, 2 flood plains watermills, 3 grassland hill mines, 3 plain hill mines, and a combination of 3 watermills/forested tiles that gives 5 food, 2 production. 26 production. Buildings cost 90,150,150,200,200. 16 turns at full production.
 
Goal: Put some numbers to my gut feelings about working tiles to maximize commerce.

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.

I was going to try it when I noticed this (the bolded part).
This is nuts.
For more than half the first 200 turns, you can only irrigate tiles that have the river bonus! (off course there are oasis and lakes giving water, but you didn't mention any of those tiles).

another rule that is not perfectly legit is that you have a granary.
you have to build it, it's not raining granaries these days, and the best way to build a granary is to whip it if you have loads of food.
 
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!)

After 200 turns the cottages in my capital are producing 7 commerce/turn. There is no accurate way to measure cottages, except to play a real game.
 
After 200 turns the cottages in my capital are producing 7 commerce/turn. There is no accurate way to measure cottages, except to play a real game.

You just calculate it. For the first 10 turns, it's 10 commerce. For the next 20 turns, it's 40 commerce and so on (or whatever the values are on normal speed).

"If in other sciences we should arrive at certainty without doubt, and truth without error, it behooves us to place the foundations of knowledge in Mathematics!"

TBH I never really understood that quote... it's advocating that in OTHER sciences you can arrive at those, so then WHY would you put the foundations in Math, when in other sciences you can arrive at those amazing things???
 
I'm not an Excel guru, but I'm pretty scary with it - and I think I'd rather smash my toes with a ball-pean hammer than use Excel to figure out this puzzle. Heh.

I think the best way to do it would be to world-builder it and have people keep track of what they're doing when. Then it's a real-civ (sorta) puzzle, instead of some bizzare rules like ignoring river commerce and permanently 3-commerce cottages.

People could whip, grow, change tiles, or whatever they'd like - as long as they keep track and report back it would be, in my opinion, a much more revealing experiment. But of course, that's just my opinion, and I'm a jerk. :D
 
"If in other sciences we should arrive at certainty without doubt, and truth without error, it behooves us to place the foundations of knowledge in Mathematics!"

TBH I never really understood that quote... it's advocating that in OTHER sciences you can arrive at those, so then WHY would you put the foundations in Math, when in other sciences you can arrive at those amazing things???

What he's saying here is that IF you want to arrive at certainty science, it is vital to have mathematics as the foundation of that science.

It's just an old fashioned grammar that is being used here. ...Since it's an old quote and all.
 
You just calculate it. For the first 10 turns, it's 10
TBH I never really understood that quote... it's advocating that in OTHER sciences you can arrive at those, so then WHY would you put the foundations in Math, when in other sciences you can arrive at those amazing things???

Just my guess, but I think it's because math is the foundation of those other sciences.
 
OP here.

I personally thought this thread would go straight to the bottom of the forums, but you've given me some hope.

A few responses:

No one is interested in doing this in Excel. Once I finish my current game I'll try and get this made in worldbuilder.

I still want to stress that I want this to be a practical experiment as much as possible. I'm super nerdy for even writing this, but there is no way that I would read someone's results if you could change which tiles you worked every turn. The purpose is to get a general idea of how much you want to grow before you crank out hammers or work cottages. If someone wrote out which tiles they worked every turn for 200 turns, I wouldn't even read the results. So the changing tiles at 50, 100, and 150 turns rule will stand.

To be totally honest I forgot about whipping. Since bronze working is something you would of course have by the time you could build banks, I'll allow it. You can whip whatever you want. If we build this in the world builder though, make sure the city has a base of 12 happiness and 12 health no additional ones from the market or anything. No forge, no organized religion, and still no chopping.

Remember--you start the simulation with all the improvements you want! You don't have to build any of them, but the cottages do start at the smallest level and have to grow.

The biggest problem with the world builder is that I really wanted beakers and coin to be considered equivalent. The solution is to either force everyone to run 100% cash and just forget about libraries, or to force everyone to run 50%, but everyone has to run the same thing or the results might be difficult to compare.

Hammer costs and everything were picked for standard sized maps on normal game speed.

The 200 turns was my best guess at what would give people a chance to finish the buildings if they want seriously into production but not finish all of them if they went more with the commerce from the start. The longer the simulation runs, I think the more it will favor cottages. I don't want people finishing the buildings halfway through the simulation, either, unless they build nothing but watermills, workshops, and mines.

In the simulation then, you'll get 4 tiles with the river commerce bonus, and you can assume civil service is available. I don't care if you place one river on each of the four compass points so you can build 4 watermills, or if you put them in the middle of the fat cross. 4 river tile commerce bonus and that's it. (doesn't have to touch the flood plains though, even though civ won't allow that normally)

Time for dodgeball.

gamemaster3000

Ceterum censeo, Carthaginem esse delendam.
 
I agree that every 50 turns is reasonable to change tiles, though I think every 20 or 25 turns would make the MMers happier. :)

I don't think I'm even remotely skilled enough to do this well, but I will love to check out strategies and results that other people use.

Have everyone run at 50%, having to research a specific tech order - that way you can combine tech costs + gold in the bank to determine the winners.
 
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