Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
In your analysis, we'd also need to factor in other variables... for example, earning more Hammers overall = either less population points that need to be whipped or more Horse Archers sooner.
Let's say that it translates to more Horse Archers sooner. Say that we can start the war 3 turns sooner. From that perspective alone, 3 turns of warring sooner - 1 turn lost to anarchy = 2 turns warring faster, which could mean winning the game 2 turns faster or even faster by more than 2 turns if we can also then face less units from Mansa and from all future AIs that we need to fight as a result of getting our warring started sooner.
Even if there aren't cumulative effects for future wars in terms of additional turns saved, you still have to consider that we'd be ahead in our overall game by 2 turns.
Or, you can look at the problem as one of "due to having to whip less, 31 F = roughly 2 population points, so we just have to justify that we've whipped 2 less population points over the army build up time to equal the Food expense." The Hammer expense is more easily compared. Treat the Commerce and Flasks equal for the sake of argument and then factor in something like "by getting our warring going sooner, we should be able to complete research on Alphabet 2 turns sooner, which translates into Code of Laws 2 turns sooner, which could translate into some Rathauses coming online sooner (especially, say, if we partially Chopped one in NE City or something), and could also lead to getting other techs in trade sooner if we have met more AIs by then, such as Calendar, etc."
Even if the Commerce cannot be made up in absolute terms, getting several techs in trade 2 turns sooner could more than make up for that Commerce loss... think of it this way... if we meet even 1 more AI and can trade with that AI and with Mansa sooner, and if those AIs would otherwise have duplicated tech research on, say, Math or Horseback Riding, we just got the Flask value of two AIs' two turns' worth of research added onto our trading value. Given that we know Currency, we can get much closer to the actual trading value of techs than we could if we just knew Alphabet, so even this excess trading value could make up for the difference in Commerce all by itself, without even factoring in the value of gaining techs in trade sooner.
So, no, the analysis cannot be simplified to just the numbers as you listed them, but they are certainly a good starting point for a discussion (i.e. for knowing that we're missing out on roughly 2 population points worth of Food in Cities that have Granaries... although that's not totally a fair comparison since some Food is being earned in Cities that do not have Granaries, but it's a reasonable way to look at the problem.)
Let's say that it translates to more Horse Archers sooner. Say that we can start the war 3 turns sooner. From that perspective alone, 3 turns of warring sooner - 1 turn lost to anarchy = 2 turns warring faster, which could mean winning the game 2 turns faster or even faster by more than 2 turns if we can also then face less units from Mansa and from all future AIs that we need to fight as a result of getting our warring started sooner.
Even if there aren't cumulative effects for future wars in terms of additional turns saved, you still have to consider that we'd be ahead in our overall game by 2 turns.
Or, you can look at the problem as one of "due to having to whip less, 31 F = roughly 2 population points, so we just have to justify that we've whipped 2 less population points over the army build up time to equal the Food expense." The Hammer expense is more easily compared. Treat the Commerce and Flasks equal for the sake of argument and then factor in something like "by getting our warring going sooner, we should be able to complete research on Alphabet 2 turns sooner, which translates into Code of Laws 2 turns sooner, which could translate into some Rathauses coming online sooner (especially, say, if we partially Chopped one in NE City or something), and could also lead to getting other techs in trade sooner if we have met more AIs by then, such as Calendar, etc."
Even if the Commerce cannot be made up in absolute terms, getting several techs in trade 2 turns sooner could more than make up for that Commerce loss... think of it this way... if we meet even 1 more AI and can trade with that AI and with Mansa sooner, and if those AIs would otherwise have duplicated tech research on, say, Math or Horseback Riding, we just got the Flask value of two AIs' two turns' worth of research added onto our trading value. Given that we know Currency, we can get much closer to the actual trading value of techs than we could if we just knew Alphabet, so even this excess trading value could make up for the difference in Commerce all by itself, without even factoring in the value of gaining techs in trade sooner.
So, no, the analysis cannot be simplified to just the numbers as you listed them, but they are certainly a good starting point for a discussion (i.e. for knowing that we're missing out on roughly 2 population points worth of Food in Cities that have Granaries... although that's not totally a fair comparison since some Food is being earned in Cities that do not have Granaries, but it's a reasonable way to look at the problem.)