So, there've been informative threads recently about the questions of how to time the early rex - after growing to work all expanded tiles - and what to send with settlers - a worker and an escort.
But one thing that's generally considered unattainable (at least as far as I've seen) is a universal "How many X do I need by Y" yardstick. How many cities of which types, etc.
This put me in mind of an interesting point I think Dave McW made - I couldn't find it after furious searching so perhaps it was actually a very old one - that what mattered wasn't cities or total pop, but the number of citizens working improved tiles.
Could this be a universal, one-sized fits all yardstick for progress, at least if one set certain other criteria like difficult level and turn speed?
IE, couldn't one say, Emperor level, normal map, normal turns, X citizens working improved tiles by 1500 BC, 1000BC, 500BC, 0, etc? Or, if that were considered too generic, even total goals for hammers, commerce and food?
And then, if the powers that are could agree on such benchmarks, they could then be played around with for people trying to climb the ladder, with either new scales or estimates made for lower difficulties. (And of course higher. I suggested emperor and not immortal or deity because I assumed that some of the difficulty tweaks might be less translatable up and down the difficulty scale, as opposed to Emperor.)
It seems like it'd be useful to have an entirely immutable and unambiguous yardstick with which to measure progress in 'learning games' in which you only play to the early hundreds AD to try and improve efficiency. Part of evaluating one's play could be, well, looks like I didn't have enough citizens (or better, hammers, commerce, etc.) Where did growth fall down? Did it need to happen in another city? Etc.
I mean the why's are so varied - start location, high or low happy cap, fundamental civics choices - that it sometimes makes the advice for playing civ sound like the advice for playing chess. Open your files, develop your pieces, play for the centre unless you're an expert.... There's opening sequences, but in a lowbie game you're just 5 moves when the sequence stops and the best advice becomes "be good at chess."
But one thing that's generally considered unattainable (at least as far as I've seen) is a universal "How many X do I need by Y" yardstick. How many cities of which types, etc.
This put me in mind of an interesting point I think Dave McW made - I couldn't find it after furious searching so perhaps it was actually a very old one - that what mattered wasn't cities or total pop, but the number of citizens working improved tiles.
Could this be a universal, one-sized fits all yardstick for progress, at least if one set certain other criteria like difficult level and turn speed?
IE, couldn't one say, Emperor level, normal map, normal turns, X citizens working improved tiles by 1500 BC, 1000BC, 500BC, 0, etc? Or, if that were considered too generic, even total goals for hammers, commerce and food?
And then, if the powers that are could agree on such benchmarks, they could then be played around with for people trying to climb the ladder, with either new scales or estimates made for lower difficulties. (And of course higher. I suggested emperor and not immortal or deity because I assumed that some of the difficulty tweaks might be less translatable up and down the difficulty scale, as opposed to Emperor.)
It seems like it'd be useful to have an entirely immutable and unambiguous yardstick with which to measure progress in 'learning games' in which you only play to the early hundreds AD to try and improve efficiency. Part of evaluating one's play could be, well, looks like I didn't have enough citizens (or better, hammers, commerce, etc.) Where did growth fall down? Did it need to happen in another city? Etc.
I mean the why's are so varied - start location, high or low happy cap, fundamental civics choices - that it sometimes makes the advice for playing civ sound like the advice for playing chess. Open your files, develop your pieces, play for the centre unless you're an expert.... There's opening sequences, but in a lowbie game you're just 5 moves when the sequence stops and the best advice becomes "be good at chess."