SilentConfusion
Emperor
Something I was just thinking about...
In the test map we have done all the same actions as in the real game, but our score is different... close, but still different. I was thinking about why that might be when I thought about your discussions on demographics...
Glad we're on the top of your mind.
Sommerswerd said:It occured to me that maybe it has to do with land, as opposed to water... Doesen't land affect score? So our score is partially impacted by how much land we have (not water) vis-a-vis other Civs... OR vis-a-vis how much TOTAL land there is available... right?
Land is one of the 4 components that affect score. The others are Population, Techs, and Wonders. Specifically, our land score is (2000/map.land#)*(number of tiles that have been inside cultural borders for 20 turns).
Sommerswerd said:So the fact that our score in the game is HIGHER than our score in the test map might mean, that we have a higher PERCENTAGE of the total land available in the real game than in our test map. So there are less land tiles available in the game than there are in our test map... That is why our score is higher in the game than in the test map... because in the test map we control exactly the same amount of land, but since there is more land total, our PERCENTAGE is lower, thus our SCORE is lower. Following me so far? Am I right about this?
Actually I just checked and the actual game has a score of 105 (25 from Pop, 35 from Land, 29 from Tech, 16 from Wonders) on T26. The test save has 109 (26 from Pop, 38 from Land, 29 from Tech, 16 from Wonders) on the same turn.
Although your facts are wrong, your conclusions are right on. So since we have 3 more points from land in the test save this means we have a higher percentage of the total land available in the test save. This means that the real game has more land than the test save, not the other way around.
The population is (5000/map.pop#)*(total population). Some combination of the two is the difference.
Here are the numbers:
Demogame:
map.pop# = 794
map.land# = 781
points per population increase: ~6.30
points per land tile in cultural borders for 20 turn: ~2.56
Pop score at size 4: 25
Land score with 14 land tiles in BFC: 35
Test Save
map.pop# = 758
map.land# = 733
points per population increase: ~6.68
points per land tile in cultural borders for 20 turns: ~2.73
Pop score at size 4: 26
Land score with 14 land tiles in BFC: 38
Sommerswerd said:That brings me to the main point. And if I am right I think its a Biggie.... Why are our scores SO CLOSE in the game and the test map? Our score in the game is 105. In the test map its 101.
Actually when they are both on T26 the test map score is 109 (the difference is the extra population). They are close because the two map.pop#s and the two map.land#s are in the same ballpark. They will of course get less close together as we go along.
Sommerswerd said:That means... That the amount of land in the test map is ALMOST IDENTICAL to the amount of land in the game! Think about that. If that is true, then that means that our Test Map MUST be a pretty accurate representation of what the game map looks like. ... Why? Because if the map was just islands, for example, there would be ALOT more water and our score in the real game would be Much Higher than in the test map. So if wmy analysis is correct, we now KNOW that there are individual islands with a large Central Continent... and Probably a snaky one, just like in our test map.
I am not sure we can say that the continent is snaky or not, but we know that the actual game actually has more land than the test save so I'd say it's pretty safe to say we're not playing a small island map. Maybe the fact that we have more land in the real game means the main continent is less snaky and more filled-in than the one in the test save. I very much still agree that there is a large central continent where everyone will meet and eventually clash. It was a good idea and the idea to use culture to bridge the gap instead of coast was genius. Although this allows early access, as far as I know all of our high food (and therefore high population cities) islands will be out of the trade route loop until Astro. This will slow down the tech rate a little bit, which is necessary with Tech Trading On.
I've actually done this stuff before to try and figure out what can be told from these numbers, but with no success. In the WorldBuilder I added land tiles to the map and that number does not change. I'm not sure why this is. But it may only be related to the number of land tiles when generated. If we could figure out how this number is generated then we could maybe know more, but I can't find anything about it on the forums (although I'm not too great at using the search function to find what I want). Possibly looking at the code could help us. If it doesn't change after modifying it we may not be able to say all of this.