acidsatyr said:why prince again?
Samson said:Looks good. I can comit to playing this.
As I said before, I think the CE should be allowed to assign a priest in 1 city (probably the oricale city) and a couple of scientists in another for the first 2 great people. The low GPP cost of these makes them so much more worth while than later ones, and I think it would be a significant handicap for the CE to not be allowed to do this
Perhaps the rule could be changed to one of;
The CE is only allowed to use specalists where the GPP are the aim rather than the beakers.
After the 1st 2 great people the CE should only use specalists in their GP city other than free specialists (e.g., Mercantilism), or when population surpasses city size limits.
The CE is only allowed 1 type of specalist in 1 city, ie. scientists in 1, preists in another, an enginner in another.
Of course if you think this is making it a hybid ecconomy we shall stick to your rule.
Kewl. I'll add you to the list.Samson said:Looks good. I can comit to playing this.
Oh, yes. I don't have a problem with that. Have to figure out how to word it. Your suggestions help a great deal.Samson said:As I said before, I think the CE should be allowed to assign a priest in 1 city (probably the oricale city) and a couple of scientists in another for the first 2 great people.
Your screen name is aptly chosen.VoiceOfUnreason said:Hmm... What I would really like to have included in the report issued every 20 turns is total number of each type of specialist, and total number of each type of cottage being worked, as a touchpoint on how well the target strategy is being worked.
Of course, what I would really like is to be able to drop the save file into a tool like the log utility, and retrieve all of the information automatically. I'm going to have to write the code for that at some point.
I've been putting off answering this.acidsatyr said:why prince again?
The main amount of beakers CAN come from GP... depending on the strategy of the SE player, he might well want to settle great scientists into his super-science GP farm.Mutineer said:You missing the Main Point of SE.
In SE main amount of beakers come from GP up to 6th GP, not from specialists themself.
Stick to one GP farm.
Wodan said:-- CE may not manually assign specialists in the core empire, with the following exceptions: “free” specialists (e.g., Mercantilism), when population surpasses size 21 (because specialists are the only option), if using citizen automation (see below), in a “GP Farm” (any number allowed the whole game), or before the 2nd GP of the game is generated (any number of specialists may be assigned in any cities, with the goal to spawn an early GP of a specific type).
-- If CE is using citizen automation, specialists are permitted but no “forced” specialists are allowed; however, note that the citizen automation feature often assigns a specialist that may not be desirable to the CE player.
I'm not sure that's entirely fair.Mutineer said:Ligth bulbing give beakers, but you assume I mean only beakers that included direclty into ligth bulb.
I cound a beakers that we are getting from trades from an expecive technology we got very early, or access to bonus technologies, like Music or CS or Liberalism. It is dificult to put actial value, it depends on situation, but in general it tend to double/ triple amount of beakers obtained.
Good suggestions. It was a little too wide open... I'll back off a bit.Phrederick said:I would say....
Personally I feel that there is a HUGE difference in the game between a SE with a cottage city or two and a CE with a specialist or two. Whereas there is hardly any difference at all between a SE with no cottages and a SE with a cottage city or two, and there is hardly any difference between a CE with no specialists and a CE with a specialist or two (perhaps in a GP farm).acidsatyr said:Hence, for the purpose of this testing I would definitely change that as most people will end up with hybrid economies and there won’t be great different for whatever economy you go. This is my view of the things, but I am open to suggestions.
CivScientist said:So, why should I use the SE method on this city given my situation? Also, is there something wrong with my model?
In addition to what UncleJJ said, I'll add a couple other two cents.CivScientist said:So I ran a little experiment to compare a specialist economy to a cottage economy.
Honestly, I never do what you just said. I use Slavery to whip critical buildings.CivScientist said:If I am building using the SE method, I would allow my city to grow as fast as possible by building a farm on each of the 10 grassland tiles. Once my city reached it's full potential in size, I would start using specialists.
I don't think this is a safe assumption. Barring extensive shrine income or other means of economic income, neither CE nor SE will be running at 100% on the science slider for that length of time. Given the huge difference between effect of that slider on CE vs SE, one unit of commerce != one unit of research.CivScientist said:What I measued was economic output at various time intervals where both and equal one unit of economic output.
Several things, and yes absolutely there are some fallacies in your model. Ignoring Slavery alone is a huge difference. As UncleJJ said, the CE city will take, what, 90 turns to build the Library alone, plus it will require a Market and other buildings. The SE city, meanwhile, can whip those buildings quite quickly.CivScientist said:So, why should I use the SE method on this city given my situation? Also, is there something wrong with my model? Can a SE city build buildings like libraries faster than a CE city?
Wodan said:As UncleJJ said, the CE city will take, what, 90 turns to build the Library alone, plus it will require a Market and other buildings. The SE city, meanwhile, can whip those buildings quite quickly.
CivScientist said:Originally Posted by CivScientist
If I am building using the SE method, I would allow my city to grow as fast as possible by building a farm on each of the 10 grassland tiles. Once my city reached it's full potential in size, I would start using specialists.
Actually Wodan I agree with CivScientist and hence I disagree with you It is generally superior in a SE to work food tiles before running specialists while regrowing. There are a few exceptions when I would still be working specialists and have farms unworked, while re-growing from a whip, but that would be to do with manipulating the GPP pool rather than simply producing beakers or whatever.Wodan said:Honestly, I never do what you just said. I use Slavery to whip critical buildings.
Also, whether running Slavery or not, I usually assign a scientist before reaching max growth. My personal preference is to have some science coming in throughout. Furthermore, your method would suggest that, once max growth is reached and you assign 2 scientists, you thereafter remove those scientists anytime you whip (rather than reduce working population), which again is something that I personally don't do. I keep the scientists and allow the whipping to reduce the working population. Occasionally there is not enough food income to quickly regrow so I change from 2 scientists to 1, but hardly ever all the way down to zero.
UncleJJ said:I hope that is a convincing argument dealing with a very complicated situation. Total food production of a city over a period of time can be analysed in those overall terms. A properly run SE should attempt to maximise its food production at all times.