Vertiginous GP economy with a shaka hiper AGG rush?

fractals

Warlord
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Nov 8, 2016
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BsAs, Arg
Today I was thinking about the math for it.
Given a N° of GP, would be min= 3 GPP /turn. Wonders will add another layer of complexity to it.
Number of cities producing GP will have an effect on the frequency of their generation, which in each game dynamic, can be more than relevant. For simplicity, will start ignoring great generals and great spies.

Say given a N° of cities producing with an amount of GP and no wonders: https://civilization.fandom.com/wiki/Great_Person_(Civ4)

City N°/ Turns for next GP in marathon speed

1 -----> 300/6= 50 -> 600/6= 100 + 50 of the 1st -> 900/6= 150 + 50 + 100 of the priors, giving 300 turns total, and so, the obvious exponential nature of the diminishing returns. This can be abstracted in a math formula, giving values practical for the game from the start of GP generation to the end of the match, in turn 1500, or the practical end of it, in a previous turn. A single city may give max of 7 GP.
2 -----> with 2, 1st 2 are done in 50 + 50 turns + turns in setting up last city
3 -----> with 3, its similar but with 3 GP done in 150 turns + turns setting them for the task.
N... successive cities, may been capable of giving GP at a rate of GPP/GPP threshold, with enough, holding the tempo of generation of GP in spite of the increase of the threshold after the 10th, due to the increase in possible GP per city as the game progresses.
Of course philosophical leaders could halve each phase for a new GP. With philosofical, doubling the cities would be good for sustaining the production rate of GP.
I wonder if in certain cases, a wonderbread economy may apply.
I wonder if it may be particularly playable with a shaka rush in lower difficulties, or an incan rush in the higher ones. Could be particularly compatible with a wonderbread economy. Creative, organized and aggresive leaders could be easier. 1 for the territory with the cities reducing cost of winning it, the others for min maintenance costs and creative for cheap builds required. Shaka (AGG+EXP) is special in both AGG and Org due to its special building with -20% maintenance cost and double building speed + granary for whipping, both units with specialization against current foe, lower maintenance, and halving time for putting new cities to either wip or produce GP.
Note in https://www.civfanatics.com/civ4/strategy/game-mechanics/combat-explained/
Ratio value Odds of winning
>1.8 99%+
1.58-1.79 95%-98%
1.39-1.57 87%-90%
1.25-1.38 75%-80%
1.01-1.25 62%-75%
1.0 50%
0.80-0.99 25%-38%
0.73-0.79 20%-25%
0.64-0.72 10%-13%
0.56-0.63 2%-5%

Useful traits may be 7 / 11. Aggressive, creative, philosophical, expansive, imperialistic, charismatic and organized. Spiritual, financial and industrious may be great targets. Protective would be nullifying of this strat, with too many of them making it fail.

All of the above implies semi planning the production of each of the number of the great people in a game, raiding the AIs for both workers, and resource disruption, as well as crippling them, rushing them, and conquering for more GPP production.

I Don't really now how this idea would fit with each victory condition. Would be nice to think about it, as both in the game and in general in my life, its a personal deficit.

Terrain type, and map type, would of course be important.

To be continued if it gains traction...
 
Why ignore great spies? They contribute to GAs and can even be used for espionage.
 
GP wise many use golden age and 3-4 cities running 6-7+ specialists. So 6-7. Would be 18-21. 36-42 so 900/42=21-22 turns as doubled during golden age. Add philosophy and state religion. 900/63=15 turns.

Which is 10 times faster than your 150 target. Which is why many abuse golden ages for gp production.

If you start adding NE and other wonders like Great Library and parth numbers get more interesting. Early warfare to capture a decent food city holds good value.
 
:dubious: :wow: :crazyeye: :lol: Slow down. What exactly is a GP economy? What is your idea?
 
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