Mise
isle of lucy
Well personally I ignored movement speed because I couldn't be bothered to work it out.
Well personally I ignored movement speed because I couldn't be bothered to work it out.
EDIT: I've just reread your post, it's not clear, but you seem to be implying that you can have exponential growth in the number of cities (not just population) in Civ 2. I am really puzzled and really can't see how to get around the movement problem.
I will be very interested to hear your answer.
You seem to be mixing up very different things. The fact that the ratio of consecutive Fibonnaci number converges is well-known (and yes, this implies that the sequence grows exponentially). What this has to do with our problem at hand, I don't know. I think too many of you were focused on the production of settlers (comparing to the rabbit problem), while the problem is essentially one of movement speed.
You can place your cities in a spiral if you want, that doesn't change the fact that, after n turns from the start, everything you own will be contained in a 2n+1x2n+1 square centered at your starting point, simply because of movement speed (again, just think of starting with an infinite number of settlers). In particular, the number of cities is bounded by a quadratic function.
I think an experiment might convince you:
Try to really achieve your Fibonnaci sequence for the number of cities.
That is, forget about city growth, just try to get an exponential number of cities.
I'll even allow you to build cities right next to each other, for simplicity.
And cities build settlers in 1 turn. In fact, I'll be even nicer, cities can create as many settlers as you want in a single turn (but the turn after the city is founded)!
BUT settlers can only move one square per turn (let's say they can move+found in one turn).
Now, try to match the Fibonnaci sequence with the number of your cities. That is, try to have F_n cities after n turns.
Even with all my generosity, you will still run into problems at some point.
Well, the gritty details depend on how exactly you set up the cities, but there are handwavy arguments that should be convincing.
Most "natural" shapes your empire could or would take have an area that is proportional to the square of the "boundary" and hence also proportional to the square of the area that is within a fixed distance of the boundary. This implies that the ratio between this latter area and the whole thing goes to 0. If the city densities are more or less bounded in both regions, that will lead to the city ratio to also go to 0.
To take an explicit example : suppose we start with an infinite supply of settlers at the origin, and try to build them so they are at least 3 squares apart (2 squares in between them) as fast as possible. After n turns, we will have very close to 4n^2/9 cities (4 for the 4 quadrants, 1/9 for the density). For n much larger than x, the number of those which will be within x of a border city will be something like 8nx/9 (the empire is basically a big square with side 2n, so perimeter 8n, you could make more precise but this is the highest order term).
For fixed x, 8nx/9 over 4n^2/9 goes to 0.
civac said:Yes, it's possible to attain exponential growth in number of cities. It seems I wasn't entirely clear when stating the problem. Unlike Civ4, in Civ2 or Smac you can get around the quadratic growth barrier. You may use any unit or building or technology existing in those games. Its unfortunate that you are not familiar with these games. I'd assumed that most people here know Civ2 at least. I will wait a while longer before giving the solution.
I know both games (sort of), it's just that it's probably been 10 years since I played either of them. I assume there's infinite movement thanks to either air drops or railway.
How can we describe the motion of a point on the rim of a bike tire as the wheel rotates?
I was thinking about this riding home yesterday after I saw a guy with LED blinkers in his spokes.
I *think* I know what the plot would look like, but I don't know how to express it mathly.
I think it would be a series of upside-down U's, slanted in the direction of motion of the bike.
I arrived at this by thinking what it would look like at night with just a single LED on. How close am I?
You are close. The equation itself is called a Cycloid, and does indeed look like a series of upside-down U's. Here's a nice gif that shows how it works:
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Ok.
The motivation behind this question were symbolic calculation programs like Mathematica. I was wondering, how they handle with numbers, and thought they could think numbers as "multidimensional": having "rational dimension" and "irrational dimensions".
I mean, suppose you sum numbers like 4+2sqrt(5) and 3 +4\pi. The machine would sum rationals separately and irrationals separately, so that the number would be (7,2,4), where first digit is "rational dimension", the second one "sqrt(5) dimension" and the third one "\pi dimension". Otherwise the machine would have to operate with rounded numbers, and I suppose that won't do in symbolic maths program.
This was just something I though upon when walking to school at morning.