One of the more complicated things in Civ VI is pondering the relative value of different resources. Cutting through those complexities like a spearhead of Sherman tanks is my patent SHERM system.
1 Food* = 1 Production = 1 Culture = 1 Science = 1 Faith** = 3 gold = 0.66 housing = 0.33 amenities =1 great person point
* Food value drops to zero when a city hits its population limit.
** Faith drops to zero if you don't have a religion.
Now this is a heuristic, an attempt to come up with a simple brute force rule to impose simplicity on complex problems.
We use heuristics all the time. When I buy toothpaste I don't want to have to think about which one to buy, I just want to grab the one I always get without thinking about it. We all have a range of heuristics we use in all sorts of contexts, from political voting to buying a new car we don't do the rational thing of investigating the pros and cons, we do the lazy thing: "I've always voted Labour," "we've always had Volkswagens."
In Civ decision making there's a hierarchy:
top: a carefully thought out and checked numerative analysis that reflects the context.
middle: a lazy heuristic
bottom: a lazy gut impulse
Let's look at some examples:
Picking a pantheon.
If we aren't going for a religion then we can discard all the faith ones (they produce zero sherms), and evaluate the + culture, + food and + production ones based on the resources we have available to us that we expect to develop. In the area we've explored we see 4 pastures, 5 fish, and 6 tea, coffee or other things in that pantheon resource group for the Festivals pantheon. 4 pastures = 4 sherms; 5 fishing boats =5 sherms, 6 coffee = 6 sherms while our cities are growing dropping to zero when they hit their housing caps. Fishing boats looks like the best choice.
Choosing which tiles to farm early on:
2 food, 1 production, 1 science = 4 sherms
1 food, 2 production, 2 gold = 3.66 sherms.
Farm the first one until you hit the housing cap
Which wonder to build?
A 6 rain forest tile Chichen Itza will use one tile for the wonder then give 2 culture and 1 production to the other 5 tiles, it's worth 15 sherms. Huey Teocali gives +1 amentiy to each adjacent lake tile (+3 sherms) and +1 food and +1 production to each lake tile in your empire (+1-2 sherms).Huey on a 4 tile lake gives +13.5 and so is slightly worse than a 6 rain forest tile Chichen.
Choosing an improvement
A farm is 1.75 sherms, 2.75 with adjacency after Feudalism. A ziggurat is 2 sherms or 3 if it's next to a river, rising +1 sherm at Natural History and gaining bonus Tourism with Flight. Ziggurats therefore beat farms for much of the game, especially (but not limited to) games where you aim for a Cultural Victory. (The window when farms are better is from Feudalism to Natural History and then only if it has adjacency and isn't next to a river).
Which civic: Trade Confederation or Triangular Trade?
Trade Confederation is +2 sherms to each international trade route. Triangular Trade is +2.33 sherms if you have a religion, +1.33 sherms if you don't to all trade routes. Triangular Trade is always better if you have a religion. Otherwise look at the sherm value of the trade routes available, remember any civ bonus you get (Egypt gets a +1.33 sherm bonus to international routes, Persia gets a +1.66 sherm bonus to domestic routes). Do the international ones with a +2 sherm bonus pay out more than internal trade routes with a +1.33 bonus? Once the city hits its cap then almost certainly they do. Situationally of course it might be worth taking a sherm penalty to get a new city built up quickly or whatever.
Now it's possible to pick holes, of course there are holes these are heuristics. Hey, maybe there are better toothpastes than Colgate but doing the research isn't worth my time, equally you'll get a feel for when to go by the heuristic here and when to let your better judgment overrule it. In a war for instance production goes way up.
And you're absolutely free to change the values. I'll admit GPP was just a guess and I suspect I'm undervaluing pre-housing cap food.
I'll explain where I derived the numbers for amenties and housing. If you add 2 pop to a city it costs 1 amenity and 2 housing and gives you 2-3 sherms per tile they work plus a little innate science and culture. We'll call it 3 sherms. So 2 housing and 1 amenity gives 6 sherms. From there we just assume equal importance so 2 housing = 3 sherms and 1 amenity = 3 sherms. Those are our values.
Having a quantitative system is better than having nothing and you can always fine tune it over time to suit your priorities and specific game contexts. As General Patton once said:
A good plan violently executed now is better than a perfect plan executed next week.
1 Food* = 1 Production = 1 Culture = 1 Science = 1 Faith** = 3 gold = 0.66 housing = 0.33 amenities =1 great person point
* Food value drops to zero when a city hits its population limit.
** Faith drops to zero if you don't have a religion.
Now this is a heuristic, an attempt to come up with a simple brute force rule to impose simplicity on complex problems.
We use heuristics all the time. When I buy toothpaste I don't want to have to think about which one to buy, I just want to grab the one I always get without thinking about it. We all have a range of heuristics we use in all sorts of contexts, from political voting to buying a new car we don't do the rational thing of investigating the pros and cons, we do the lazy thing: "I've always voted Labour," "we've always had Volkswagens."
In Civ decision making there's a hierarchy:
top: a carefully thought out and checked numerative analysis that reflects the context.
middle: a lazy heuristic
bottom: a lazy gut impulse
Let's look at some examples:
Picking a pantheon.
If we aren't going for a religion then we can discard all the faith ones (they produce zero sherms), and evaluate the + culture, + food and + production ones based on the resources we have available to us that we expect to develop. In the area we've explored we see 4 pastures, 5 fish, and 6 tea, coffee or other things in that pantheon resource group for the Festivals pantheon. 4 pastures = 4 sherms; 5 fishing boats =5 sherms, 6 coffee = 6 sherms while our cities are growing dropping to zero when they hit their housing caps. Fishing boats looks like the best choice.
Choosing which tiles to farm early on:
2 food, 1 production, 1 science = 4 sherms
1 food, 2 production, 2 gold = 3.66 sherms.
Farm the first one until you hit the housing cap
Which wonder to build?
A 6 rain forest tile Chichen Itza will use one tile for the wonder then give 2 culture and 1 production to the other 5 tiles, it's worth 15 sherms. Huey Teocali gives +1 amentiy to each adjacent lake tile (+3 sherms) and +1 food and +1 production to each lake tile in your empire (+1-2 sherms).Huey on a 4 tile lake gives +13.5 and so is slightly worse than a 6 rain forest tile Chichen.
Choosing an improvement
A farm is 1.75 sherms, 2.75 with adjacency after Feudalism. A ziggurat is 2 sherms or 3 if it's next to a river, rising +1 sherm at Natural History and gaining bonus Tourism with Flight. Ziggurats therefore beat farms for much of the game, especially (but not limited to) games where you aim for a Cultural Victory. (The window when farms are better is from Feudalism to Natural History and then only if it has adjacency and isn't next to a river).
Which civic: Trade Confederation or Triangular Trade?
Trade Confederation is +2 sherms to each international trade route. Triangular Trade is +2.33 sherms if you have a religion, +1.33 sherms if you don't to all trade routes. Triangular Trade is always better if you have a religion. Otherwise look at the sherm value of the trade routes available, remember any civ bonus you get (Egypt gets a +1.33 sherm bonus to international routes, Persia gets a +1.66 sherm bonus to domestic routes). Do the international ones with a +2 sherm bonus pay out more than internal trade routes with a +1.33 bonus? Once the city hits its cap then almost certainly they do. Situationally of course it might be worth taking a sherm penalty to get a new city built up quickly or whatever.
Now it's possible to pick holes, of course there are holes these are heuristics. Hey, maybe there are better toothpastes than Colgate but doing the research isn't worth my time, equally you'll get a feel for when to go by the heuristic here and when to let your better judgment overrule it. In a war for instance production goes way up.
And you're absolutely free to change the values. I'll admit GPP was just a guess and I suspect I'm undervaluing pre-housing cap food.
I'll explain where I derived the numbers for amenties and housing. If you add 2 pop to a city it costs 1 amenity and 2 housing and gives you 2-3 sherms per tile they work plus a little innate science and culture. We'll call it 3 sherms. So 2 housing and 1 amenity gives 6 sherms. From there we just assume equal importance so 2 housing = 3 sherms and 1 amenity = 3 sherms. Those are our values.
Having a quantitative system is better than having nothing and you can always fine tune it over time to suit your priorities and specific game contexts. As General Patton once said:
A good plan violently executed now is better than a perfect plan executed next week.
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