when you exapand, how fast should you build the cities?
Is it too fast? is it too slow?
You would agree with me:
0% research ==> expand too fast,
100% research ==> expand too slow.
You said it depend on what yoour objective is.
OK, give a particular objective (short term objectives for simplicity):
CS slingshot
win a peaceful space race
maceman rampage
calvery rush
maximum score at turn 100
maximum score at turn 200
...
how fast should you expand initially as measured by a particular variable (say research %, number of cities, ...)?
Now let us use this objective:
maximum score at turn 100.
Let us simplfy as much as possible:
Assumption: 1 cont each or you are in the back of inland sea, so you are safe from early attack, the goal to build your economy up asap.
I am a poor researcher so I call good researchers in this forum to do 10 experiments with the same start position. The experiment depends on your land, your resources, and your situation in the game. However, the results should still be very interesting
Background: If you watch high level AI, they are all expansion oriented, i.e. get a few cities up asap. These experiments are all about expansion.
Condition:
No barb
No AI
No unit building
No War
Please build 5 cities in all option;
Please stop expansion at 5 cities;
Please build 5 cities in the same locations in all 10 options;
Same research path;
All 5 cities will have the same building order in all 10 options;
Objective:
1 At the end of 100 turns, determine which of the 10 options is optimal;
2 At the end of 200 turns, determine which of the 10 options is optimal;
Let me list two extremes first:
1. 0% Research
2. 100% Research
1. 0% Research
In this approach, assuming you have enough forest and seafood/rice…, you will use slavery and chopping as fast as available. Build nothing but workers and settlers. Start building a warrior until size 2, switch to worker and slave asap. Workers start chopping. Build warrior or granary and wait city grow to size 2, and switch to worker/settler. If you start from ancient, it is quit probably possible to get 5 cities and 6 workers when you reach 0% research. Here you must stop, or your workers become suicidal.
2. 100% Research
Just build a super-city with 2, 3 workers and grow it to say size 5, 6, or even 7. It has forge, 3 mines, a library and is very productive. The research rate is always 100%. It has so much production that it produces a settler every 2 turns. At this point, you can produce 4 settlers in 8 turns and have these additional cities produce workers.
In a game of 100-turns, 130-turns, 150- turns, and 350-turns, which one is better? How do we justify which one is better than others? I have tried all of them and have no clue which one is better.
The other 8 options are 90% research, 80% research, …. For example:
(3) 60% Research
Slave/chop 3 cities + 4, 5 workers in the earliest possible way, maintain 60% + research, and take a break. When research recovers to 80% +, expand again.
(4) 80% Research
Slave/chop 1 cities + 2,3 workers in the earliest possible way, maintain 80% + research, and take a break. When research recovers to 90% +, expand again.
At 100 turns, write down your score. This should give a function between power and expansion rate.
Results
Option ...... 100 turns ...... 200 turns
0% ............ ? ............... ?
10% ...
20%
30%
40%
50%
60%
70%
80%
90%
100%
Please let us know.
Is it too fast? is it too slow?
You would agree with me:
0% research ==> expand too fast,
100% research ==> expand too slow.
You said it depend on what yoour objective is.
OK, give a particular objective (short term objectives for simplicity):
CS slingshot
win a peaceful space race
maceman rampage
calvery rush
maximum score at turn 100
maximum score at turn 200
...
how fast should you expand initially as measured by a particular variable (say research %, number of cities, ...)?
Now let us use this objective:
maximum score at turn 100.
Let us simplfy as much as possible:
Assumption: 1 cont each or you are in the back of inland sea, so you are safe from early attack, the goal to build your economy up asap.
I am a poor researcher so I call good researchers in this forum to do 10 experiments with the same start position. The experiment depends on your land, your resources, and your situation in the game. However, the results should still be very interesting
Background: If you watch high level AI, they are all expansion oriented, i.e. get a few cities up asap. These experiments are all about expansion.
Condition:
No barb
No AI
No unit building
No War
Please build 5 cities in all option;
Please stop expansion at 5 cities;
Please build 5 cities in the same locations in all 10 options;
Same research path;
All 5 cities will have the same building order in all 10 options;
Objective:
1 At the end of 100 turns, determine which of the 10 options is optimal;
2 At the end of 200 turns, determine which of the 10 options is optimal;
Let me list two extremes first:
1. 0% Research
2. 100% Research
1. 0% Research
In this approach, assuming you have enough forest and seafood/rice…, you will use slavery and chopping as fast as available. Build nothing but workers and settlers. Start building a warrior until size 2, switch to worker and slave asap. Workers start chopping. Build warrior or granary and wait city grow to size 2, and switch to worker/settler. If you start from ancient, it is quit probably possible to get 5 cities and 6 workers when you reach 0% research. Here you must stop, or your workers become suicidal.
2. 100% Research
Just build a super-city with 2, 3 workers and grow it to say size 5, 6, or even 7. It has forge, 3 mines, a library and is very productive. The research rate is always 100%. It has so much production that it produces a settler every 2 turns. At this point, you can produce 4 settlers in 8 turns and have these additional cities produce workers.
In a game of 100-turns, 130-turns, 150- turns, and 350-turns, which one is better? How do we justify which one is better than others? I have tried all of them and have no clue which one is better.
The other 8 options are 90% research, 80% research, …. For example:
(3) 60% Research
Slave/chop 3 cities + 4, 5 workers in the earliest possible way, maintain 60% + research, and take a break. When research recovers to 80% +, expand again.
(4) 80% Research
Slave/chop 1 cities + 2,3 workers in the earliest possible way, maintain 80% + research, and take a break. When research recovers to 90% +, expand again.
At 100 turns, write down your score. This should give a function between power and expansion rate.
Results
Option ...... 100 turns ...... 200 turns
0% ............ ? ............... ?
10% ...
20%
30%
40%
50%
60%
70%
80%
90%
100%
Please let us know.