The Cohesive Values virtue is possibly nearly useless

Zet

Warlord
Joined
Jun 23, 2012
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212
Hi,

I have seen some discussion around the value of the Cohesive Values virtue. Some have claimed that it is useless. Out of curiosity, I have done some theorycrafting.

My conclusion is that it is indeed nearly useless in practice, assuming that my virtue cost formula and math is correct.

In a few words, the break-even point is at about 30 virtues. The break-even point is where a player taking Cohesive Values would have 1 extra virtue over a player that doesn't. That assumes the first player going straight for Cohesive Values.

The way I see this, that's a period of time corresponding to 25 virtues where the player taking Cohesive Values is at a disadvantage. To convince me to take Cohesive Values, I would need at least an equally long period of time where it ends up being the better choice. Getting bonuses earlier is more useful than later though. Somewhere a max of about 50 virtues in long games was quoted as well.

That said, there are still synergy bonuses and other things to consider. In the most optimistic scenario, it would be useful to get the last Knowledge synergy bonus which gives a free extra tech. It's also required to go down the left side of the Knowledge tree. All considered, I think this virtue is highly questionable in its current state.


And here are the theorycrafting bits:

The virtue cost formula appears to be 20 + (2n)^2 where n is the number of virtues the player has. This matches the values from Solargamer's recent videos. The game speed for which this is valid is unknown though. Obviously this formula could be correct for Solargamer's videos, but still be incorrect in longer games.

I'm assuming that the Cohesive Values effect on virtue cost is cost * 0.9.

And here is the output of my little simulation. The format is number of virtues, total culture cost so far for a player without Cohesive Values, and total cost for a player with.
Spoiler :
Number of Virtues|Culture Cost Without CV|Culture Cost With CV
1|20|20
2|44|44
3|80|80
4|136|136
5|220|212
6|340|320
7|504|467
8|720|662
9|996|910
10|1340|1220
11|1760|1598
12|2264|2051
13|2860|2588
14|3556|3214
15|4360|3938
16|5280|4766
17|6324|5705
18|7500|6764
19|8816|7948
20|10280|9266
21|11900|10724
22|13684|12329
23|15640|14090
24|17776|16012
25|20100|18104
26|22620|20372
27|25344|22823
28|28280|25466
29|31436|28306

Break-even reached. The Cohesive Values player has spent 31352 culture to gain 30 virtues, but the control player has spent 31436 culture to gain 29 virtues
 
It's not just about squeezing in another virtue at the end but also about having the bonuses of the subsequent virtues an increasing number of turns early each.
 
It's not just about squeezing in another virtue at the end but also about having the bonuses of the subsequent virtues an increasing number of turns early each.

Before the break-even point, the player without Cohesive Values will be getting virtues earlier.

Think of it as two players both taking the prerequisities for Cohesive Values. Then they branch. Player 1 takes CV. Player 2 instead takes a virtue that is immediately useful.

Who is ahead at this point? Player 2.

Player 2 remains ahead until he has 29 virtues. At around that time, player 1 will finally have the same number of virtues, excluding CV.

If you want to be generous, CV is 1/5 of a synergy bonus in the meantime.
If you want to be conservative, player 2 will grow faster in the meantime due to getting bonuses earlier.
 
So are you assuming the player does not build or conquer any new cities? I believe new cities increase the cost of new virtues. In this case Cohesive values would be more valuable am I right?
 
What the cohesive values player will be getting earlier is the Synergy bonuses.

ie CV player Always has X total Virtues before the control player does.. so they get the X Virtue Synergies (either wide or deep)

Also ~30 Virtues is said to be standard (45 in a long game..not slow game speed but one that you win soon)

1. The CV player will get just as many 'useful' Virtues (although some will come later)
2. The CV player will get earlier (or more) Synergy Virtues


They could increase it to make the math slightly better, but it is still worthwhile (if you plan on the game going 350-400 turns OR you are going culture Heavy)


So are you assuming the player does not build or conquer any new cities? I believe new cities increase the cost of new virtues. In this case Cohesive values would be more valuable am I right?
(New cities don't really change the comparison....at whatever time you build the new city, you can model it as slowing culture production)

The big issue is the
20+(2n)^2 v. 0.9 *(20+(2(n+1))^2)

As n goes up it becomes a better and better comparison

ie all of them cost more because you have one more.

Basically if you are going to get ~40 Virtues in the game it is Definitely worth getting.... but it is a long term investment.
 
Besides, it's kind of in the way because it's blocking a huge part of the knowledge tree.
 
I still think new cities changes the situation. The costs for second and third virtues with one city were: 24/36 and with two cities they were 26/39. So when the Virtue costs with new cities are going higher and higher the -10% saves you more and more culture. Or is there something Im missing?
 
They could increase it to make the math slightly better, but it is still worthwhile (if you plan on the game going 350-400 turns OR you are going culture Heavy)

I think the idea behind this virtue is just a bad one (sorry Firaxis).

Numbers can always be tweaked, but it's going to remain bland and useless for large portions of the game. So I think the best option would be to replace it with a different effect.
 
I still think new cities changes the situation. The costs for second and third virtues with one city were: 24/36 and with two cities they were 26/39. So when the Virtue costs with new cities are going higher and higher the -10% saves you more and more culture. Or is there something Im missing?

I'm guessing that the formula that defines the virtue cost increase for each extra city returns a factor which is used to multiply the virtue cost. So the number of cities would make no difference in a comparison.
 
I think the idea behind this virtue is just a bad one (sorry Firaxis).

Numbers can always be tweaked, but it's going to remain bland and useless for large portions of the game. So I think the best option would be to replace it with a different effect.

I disagree... it is a long term investment in the Virtues system... particularly useful for FI, but also anyone else who will want some high value Virtues as kickers near the end of a long game.
 
I disagree... it is a long term investment in the Virtues system... particularly useful for FI, but also anyone else who will want some high value Virtues as kickers near the end of a long game.

I'm not convinced that CV is the better investment over being ahead on actually useful virtues for nearly 30 virtues. As civ players we all know the snowball effect.
 
I'm not convinced that CV is the better investment over being ahead on actually useful virtues for nearly 30 virtues.

But you are ahead on the Synergies immediately

By definition it is an investment.. bad over the short term, better over the long

Now other Virtues may be Better investments.. but that is just a numbers game

If there is both an UP version (-3% virtue cost) and an OP version (-60% virtue cost), and its numbers are the only thing that changes, you can balance it.
 
I'm guessing that the formula that defines the virtue cost increase for each extra city returns a factor which is used to multiply the virtue cost. So the number of cities would make no difference in a comparison.

They always factor in. There's even a policy that reduces the cost increase for number of cities.

Just because you think it's a boring policy doesn't make it useless. Bias is bias of course.

It is purely a numbers game ofc, but a 10% reduction on a 10 city empire is worth more than a 10% reduction on a 4 city empire.
 
Protip: in scientific discourse it is typical to cite the subject of matter. Would be nice to read what 'Cohesive Values' does in the OP...
 
They always factor in. There's even a policy that reduces the cost increase for number of cities.

Just because you think it's a boring policy doesn't make it useless. Bias is bias of course.

It is purely a numbers game ofc, but a 10% reduction on a 10 city empire is worth more than a 10% reduction on a 4 city empire.

More raw culture, but not as a % of not having the 10% reduction... it will still only be 10% faster that you get the next one*

*Assuming your empire stays the same size during each round ..expanding near when about to get a policy can alter the equation...but only if you expand just before getting a virtue
 
It is purely a numbers game ofc, but a 10% reduction on a 10 city empire is worth more than a 10% reduction on a 4 city empire.

No, it doesn't matter.

Look at the raw simulation output. If you multiply all the culture values by 10 (or whatever factor is actually used in the game), does it change the conclusion? No.
 
Protip: in scientific discourse it is typical to cite the subject of matter. Would be nice to read what 'Cohesive Values' does in the OP...
I also thought some clarification is in order.

Cohesive Values reduces the amount of Culture required to unlock Virtues by 10%.
 
Well, in ciV -10% discount to policies were useless itself and I won't be suprised it's still the case in BE. Although we don't know actual formula for virtue cost.
 
Some of the assumptions are quite biased as well. There are 2 fastest routes to Cohesive Values, Knowledge 1-3-4-6, or 1-2-4-6. 2 left side choices is less than half of that side.

There could even be some overlap in tier 1 Knowledge for the two hypothetical players. If there is no overlap the player who took Cohesive Values is that much closer to the tier 1 bonus, and closer to several virtues that increase culture gain (other things stop being equal).

Edit: to remove an error
 
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