Policemen

kaskavel

Warlord
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Sep 11, 2023
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190
If corruption is less than maximum corruption, and thus likely less than 70%, then policemen are the way to go. Remine or reirrigate tiles till the last policemen reduces both waste and corruption by one. So corruption decides the amount of specialists and after that there is either no corrupt commerce or no corrupt shield left. Or both are zero, but such an exact fit is unlikely.
This is from an older thread. I worked this stuff quite a lot since Justanick wrote this one and I have reached some conclusions I would like to discuss.
In the policemen area the discussion usually makes sense, most players probably have or are about to acquire libraries, universities, factories and some power plant. Some will also have banks and some may also have stocks. Lets assume that banks are present and stocks are not. This is a somewhat reasonable assumption I guess. This adds up for a total of 100% bonus for both science and tax. If there are no banks, it is 50% for tax and the total bonus is somewhere around....90% or something. (we usualy use the science slider heavily at this point) but lets use the bank-present and stock-absent scenario of 100% which is simpler. In the Modern times, the bonus can climb significaly higher with man plants and res labs, but I guess few player still micromanage to that extent at that point (many do not reach this age at all).
Under these conditions any policeman used has a very specific effect. If the city is stable (lets say at size 20 for example) and we irrigate a mined tile, the city will lose 4 shields (2+2) and will gain through the policeman 2 shields (1+1) and 2 commerce (1+1). The policeman will effectively turn 2 shields into 2 commerce. This is-by itself-not a favorable trade. Assuming we have FP, courthouses and police stations present, so that corruption remains stable, we have some cases.
A. If the city has all the following conditions together
1. has very low corruption and so the creation of the policeman would only require use of uncorrupted shields
2. condition C below does not apply (the player is not trying to use this method to round up his production)
3. is not permanently producing wealth (if it does, then transforming 2 shields to 2 commerce is obviously good). This was also mentioned by Justanick somewhere in that older discussion.
then the city must not use policemen and so it is preferable to keep the population at a minimum, exactly as many needed as to exploit all tiles.
B. As soon as we get a bit far from the capital, we find out towns where the creation of policemen will in fact use corrupted shields (that is, we irrigate a tile and we do not use 2 uncorrupted shields for the PM's creation, we use 1+1 instead). Here, the creation of policemen is theoriticaly favorable. Highly enough in fact, we gain two uncorrupted commerce for nothing every time a corrupted shield is irrigated. As long as condition C does not apply again, here the player should reirrigate and police patrol until all remaining corrupted shields cannot be dismissed through irrigation. Then we are technicaly at condition A and the city needs to stop growing.
C. Different players follow different strategies in order to arrange production to be managed so that few shields get wasted. Some do not care at all (I do not care if the city has 106 shields to offer, I WANT to order a modern armor). Most I guess tend to use tile switching between neighboring cities to minimize the waste. Another option, suitable for players who are bored with switching tiles and love stable cities is to use policemen to arrange the fitting of production. If for example the city needs to build tanks (100 shields) and is producing 56 shields, then the player can decide what amount he wants. Some will choose 50 and some will choose 54 as a pre-caution against pollution hitting a 2-shielded tile (4 with factors-plants bonuses). Or so I think...I have not studied this subject enough, it may deserve a thread by itself, but I think one should mine non-bonus grasslans first trying to avoid the presence of tiles with 3 shields, a tactic similar to the one we use in preparation for golden age or mobilization.Then he probably should protect himself against pollution hitting a 2 shield tile and ignore the scenario it hits one of the 2-3 hills the city has. Or not? Not sure...anyway back to the subject. If he chooses 50 shields, then he re-irrigates 3 tiles in that example and ends up with 50 shields (he loses 6+6 but gets 6 back from the policemen). He stops when he has the exact amount of shields he wants plus maximum commerce. Keep in mind it is a micromanagement nightmare to use this method in combination with switching tiles.
D. Moderately corrupted cities typicaly need a lot of irrigation, although some mining may be necessary in order to have shields to use. It is a middle ground where mining, policemen and scientists battle over against each other. The terrain is the factor that dictate events here, because it is not favorable to mine a lot on principle. If the terrain forces the city to have a lot of shields, for example a city with some grasslands and a few hills, then maximum irrigation and policemen are needed. A flood plain chaos may be treated as a science farm instead even though it is not completely corrupted. It is not rare to have some policemen and some scientists here. It is some kind of middle ground, a few policemen deal with the small waste and as soon as the city runs out of its few uncorrupted shields, the scientists are taking over. That is, the city does NOT stop growing as in the previous examples. It is the region above 40% corruption plus the cases where shields necessarily run low, where scientists (+3 commerce) start to challenge mining benefits (2 shields at 50% corruption become 1 shield and then again 2 shields after production bonuses). The exact ratio of shield value vs commerce value the player has in mind is important in this case.
E. Policemen do not work in maximumly corrupted cities. The first few of them turn nothing. Here the scientist becomes the preferable entertainer and the strategy applied here is already well-known, it is science farms.
Some final points.
1. Two unrivered communist or monarchy tundra squares (worst square there is in the game) always beat one policeman. Strangely enough, they may not beat the scientist....but this guy gets stronger as corruption grows too high while the policeman grows weaker after corruption becomes maximum. You never need to consider un-tiling 2 tundras in order to get a policeman. I think....
2. Communism creates huge unpleasant micromanagement, especially in case C because corruption is not stable. But is also has many opportunities to improve many cities...
3. If banks are absent or stocks, labs or man plants are present, the numbers change and new strategies can be formed. Even the first ring cities may need to start growing.
4. Nuclear plants, offshore platforms and man plants will eventually mess up with the planning if one plays the game so far.
 
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Under these conditions any policeman used has a very specific effect. If the city is stable (lets say at size 20 for example) and we irrigate a mined tile, the city will lose 4 shields (2+2) and will gain through the policeman 2 shields (1+1) and 2 commerce (1+1). The policeman will effectively turn 2 shields into 2 commerce. This is-by itself-not a favorable trade.
At very low corruption it may not be favourably. At precisely 50% corruption you do trade 2 shields for 2 shields and 2 commerce, so that nets you 2 commerce. A scientists would give you 3 commerce at the price of 2 shields. If corruption is between 40% and 70%, then policemen do shine.

Also pollution can matter. Any population point above 12 creates one point of pollution. Mass transit reduces pollution from population to 1.
 
At very low corruption it may not be favourably.
Yes, that is what I mean by "by itself". I distinguish below different case of corruption.
At precisely 50% corruption you do trade 2 shields for 2 shields and 2 commerce, so that nets you 2 commerce.
Yes, I mention that below. Perhaps my text is a mess or something?
A scientists would give you 3 commerce at the price of 2 shields. If corruption is between 40% and 70%, then policemen do shine.
Well...Agreed on the point, not sure about your limits. If C is the "uncorruption" and equals (1-corruption) (for example 75% for a 25% corrupted city) then
A. If you have two mined tiles, you get 8C shields and 0 commerce
B. If you irrigate one and use a policeman you get 4C+2 shields +2 commerce
C. If you irrigate one and use a scientist you get 4C shields +3 commerce
D. If you irrigate both and use two policemen you get 4 shields and 4 commerce provided you DO have uncorrupted shields from elsewhere.
E. If you irrigate both and use two scientists you get 0 shields and 6 commerce.
After one has established a ratio between shields and commerce, he can reach several conclusions for his gameplay. For example for a close to 1vs1 ratio
If the city is uncorrupted or left uncorrupted after previous policemen operations, one should stick with A. (a shield should be at least a bit better than a commerce!).
For corrupted cities, best option is D, provided it can be done. We need corrupted shields to exist and we need a little extra boost, which comes from eventualy irrigating a corrupted shield. This does not start from 40%. A city with 33% corruption will use 6 shields in order to create 3 policemen, but 2 of those shields will be corrupted. Even a metropolis on the first ring with two corrupted shields may benefit if the irrigation kills the first one and the policeman kills the other. It also does not necessarily stop at 70%, but if the city has a court and a PS, then it is quite possible it is already exploiting the game limitation of 90% and the first policeman will have no effect indeed. But it may occasionaly happen that the 70% happens to be exact or almost exact (the first policeman misses one of his two missions, but the second one does not). Even if there are more policemen failures because true corruption is higher than the 70% we see, there is always a number of specialists at which X policemen eventualy beat X scientists. It is just a question if the city can afford them. If not, we move to case D (science farm).
One should not mine tiles in cities with more than 50% corruption if he already has remaining corrupted shields. Option D is better.
One should not mine in cities with more than 75% corruption (ok, this was not going to happen anyway, but the number may be smaller than 70 for players with different estimated ratios of shields and commerce) even if there is no corrupted shield left. Two scientists (option C or E) work better. (science farm)
Option B prevails only if one policeman would remove a corrupted shield, but more of them (realisticaly speaking) would not.
 
Yes, I mention that below. Perhaps my text is a mess or something?
I do like to distill what matters. Your starting posts tries to be more general.
Well...Agreed on the point, not sure about your limits.
Those limits are subjective and subject to change as the context changes. 70% is the upper limit of corruption with courthouse and police station.
a shield should be at least a bit better than a commerce!
By the time policemen are available that may have become untrue. We are likely talking about the second half of the industrial age when shields are plenty and tech costs do rise further.

Also policeman are a good fit for communism. There production is plenty, but commerce is scarce while corruption is mediocre.
 
By the time policemen are available that may have become untrue. We are likely talking about the second half of the industrial age when shields are plenty and tech costs do rise further.
Quite true. I can argue that shields at that point tend to have more objective value. Earlier in the game, it is difficult to estimate what value there is if a city increases its production from 8 to 9 shields. Population is changing, workers are improving tiles, cities are switching tiles, what the next project will be is unknown etc...it is impossible to calculate what comes from that extra shield. In the late IA...well...a shield is either useless or worth an exact value if it accelerates the next project by 1 turn. I feel that a useful shield is worth much much more than a commerce. In fact it is worth all the shields that would otherwise go wasted. How many times have you abandoned two whole sea squares for a couple of rounds in order to use PM/ENG to get that factory built one round earlier? I do that a lot. A useless shield on th eother hand is...a useless shield. Policemen are indeed very good in exploiting this gap.
 
I practiced a lot and reached another conclusion.
As soon as metropolis are about to reach their max size (either naturally or workers joining) it seems to me that the best strategy is to study the production of the city and try to arrange things, including tile-switching, so as the population maximum succeeds in
A. Producing the exact amount of shields needed (40 for cavarly, 34 or 50 for tanks etc or the equivelant amounts if anti-pollution precaution is taken).
B. The last irrigated ex-mined tile removing one corrupted shield for low (below 50%) corrupted cities and two corrupted shields for high (above 50%) corrupted cities.
C. Eliminating either shield or beaker corruption through policemen. If not possible, leaving as small amount as possible. If a lot remain, then one should move to a lower production net appropriate.
D. Having as few scientists as possible in corruption-low cities where the scientists each cost 2+2 shields. If the city has 2 remaining scientists after the procudure, it is quite probable that gifting an irrigating tile or a fish to a neighboring city or re-mining for a new clean production number will work better. Vice-versa for high corruption. Difficult to define a border line since sometimes the scientists will be killing 2+2 and 1+1 shields, which is a middleground.
If a city succeeds in all four of these conditions, then it cannot improve further. That is, with the slider at 100% science (otherwise rounding up sometimes causes anomalies) you cannot rearrange things in any way so as to have the same production and more commerce or the same commerce and more production.
 
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