I have made some remarks in other threads that argues for a slightly more complicated approach to valuing long term streams of returns from certain civ investments. For example, a settled GS can not simply be valued as
[1h x (1+prod multiplier) + 6b x (1+science multiplier)] x No. of turns remaining.
The problem is that returns made far into the future are less important at the time that the decision is made than those returns made in the near future. To resolve this we need to introduce the concept of a discount rate to value these long term investments but this leaves open a very big question as to what is the rate we should use.
Let’s take a simple example of a GM. The choices are to settle it in Wall Street City for 1f + 18g each turn or to go on a trade mission to generate 2000 gold. For ease of calculation I’ve going to assume 1f=2c and in this city (2c is worth 5g). So I’ve got the equivalent of 23gpt from the settled GM
If we have a discount rate of 1%, then the value of the future stream of benefits from the settled GM is 23gpt / 1% = 2300 gold.
-> it’s worth more to settle GM
If we have a discount rate of 2%, then the value of the future stream of benefits from settling is 23gpt/2% = 1150 gold.
-> it’s worth a lot more to send on a trade mission
Now I’m not proposing here to argue what GPs should be used for: that’s for a completely different thread. The question here is how we determine a “discount rate” or it’s companion – the “multiplier” (above the multipliers are 100 and 50 respectively)
In the investment world, the discount rate you would use would be a risk free rate of return – the rate you could earn on investments without any risk. I think a natural place to start in the Civ4 world would be to look at the rate we are actually earning on our Civ assets.
Unfortunately we run into another problem here because there is no simple framework that even exists for valuing these assets. However, this is not too much of a problem since we are not so much concerned with the absolute value of the asset but about how much it has grown over a given period. What we can then do is look at our core output of gold, science and hammers from various information screens and see how these have grown over time. If we can assume a linear relation to the asset value then the increase in the amount of core output is the same as the increase in the total value of our assets.
The values I would suggest looking at are Mfg (Demographics screen), Science (Finance Manager) and Gold (Net of Expenses). Food, population and culture are unlikely to be meaningful since these are interim assets that are ultimately used to generate the core output.
The three values can be looked at separately although these will probably give different rates of growth so some method of combining them into one number would seem appropriate. I personally use 1h=1.5science=1.5gold. This is likely to be close to numbers that others use and I would not expect that a different choice of numbers would produce a different result for the calculated discount rate or multiplier. Let’s call this figure Core Output in turn t, or CO(t).
Having calculated CO(t) at different times, we then have to calculate a turn based rate. This is a relatively simple calculation and is as follows
1 + increase_rate(t1,t2) = [ CO(t2) / CO(t1) ] ^ [ 1 / (t2-t1) ]
The ^ symbol represent “to the power of”
It is likely that the rate of increase in your core output values will go through sudden stages of growth. For this reason, I would take long term period in which to perform the analysis and do this over each different age.
The “multiplier”, mentioned earlier, is simply the number which we can use to multiply any constant turn benefit we achieve from some “asset” to place a value on that asset. It is calculated simply as 1 / increase_rate
To give you some idea of the figures, an increase rate of 1% will be achieved if you can increase your output by 170% over a 100 turn period, nearly 7.3 times over a 200 turn period, nearly 3000 times over a 400 turn period . At 2%, you’ll be achieving this growth in around half the time.
Those sorts of figures suggest that 1% is probably too small but 2% is too high (at least over the course of the whole game). I plan to get some figures from a recent game to see what they look like.
Armed with a figure such as this, it should then be possible to decide between some general strategic alternatives (eg grassland workshop vs grassland plains + rep.specialist, towns vs rep specialists)
[1h x (1+prod multiplier) + 6b x (1+science multiplier)] x No. of turns remaining.
The problem is that returns made far into the future are less important at the time that the decision is made than those returns made in the near future. To resolve this we need to introduce the concept of a discount rate to value these long term investments but this leaves open a very big question as to what is the rate we should use.
Let’s take a simple example of a GM. The choices are to settle it in Wall Street City for 1f + 18g each turn or to go on a trade mission to generate 2000 gold. For ease of calculation I’ve going to assume 1f=2c and in this city (2c is worth 5g). So I’ve got the equivalent of 23gpt from the settled GM
If we have a discount rate of 1%, then the value of the future stream of benefits from the settled GM is 23gpt / 1% = 2300 gold.
-> it’s worth more to settle GM
If we have a discount rate of 2%, then the value of the future stream of benefits from settling is 23gpt/2% = 1150 gold.
-> it’s worth a lot more to send on a trade mission
Now I’m not proposing here to argue what GPs should be used for: that’s for a completely different thread. The question here is how we determine a “discount rate” or it’s companion – the “multiplier” (above the multipliers are 100 and 50 respectively)
In the investment world, the discount rate you would use would be a risk free rate of return – the rate you could earn on investments without any risk. I think a natural place to start in the Civ4 world would be to look at the rate we are actually earning on our Civ assets.
Unfortunately we run into another problem here because there is no simple framework that even exists for valuing these assets. However, this is not too much of a problem since we are not so much concerned with the absolute value of the asset but about how much it has grown over a given period. What we can then do is look at our core output of gold, science and hammers from various information screens and see how these have grown over time. If we can assume a linear relation to the asset value then the increase in the amount of core output is the same as the increase in the total value of our assets.
The values I would suggest looking at are Mfg (Demographics screen), Science (Finance Manager) and Gold (Net of Expenses). Food, population and culture are unlikely to be meaningful since these are interim assets that are ultimately used to generate the core output.
The three values can be looked at separately although these will probably give different rates of growth so some method of combining them into one number would seem appropriate. I personally use 1h=1.5science=1.5gold. This is likely to be close to numbers that others use and I would not expect that a different choice of numbers would produce a different result for the calculated discount rate or multiplier. Let’s call this figure Core Output in turn t, or CO(t).
Having calculated CO(t) at different times, we then have to calculate a turn based rate. This is a relatively simple calculation and is as follows
1 + increase_rate(t1,t2) = [ CO(t2) / CO(t1) ] ^ [ 1 / (t2-t1) ]
The ^ symbol represent “to the power of”
It is likely that the rate of increase in your core output values will go through sudden stages of growth. For this reason, I would take long term period in which to perform the analysis and do this over each different age.
The “multiplier”, mentioned earlier, is simply the number which we can use to multiply any constant turn benefit we achieve from some “asset” to place a value on that asset. It is calculated simply as 1 / increase_rate
To give you some idea of the figures, an increase rate of 1% will be achieved if you can increase your output by 170% over a 100 turn period, nearly 7.3 times over a 200 turn period, nearly 3000 times over a 400 turn period . At 2%, you’ll be achieving this growth in around half the time.
Those sorts of figures suggest that 1% is probably too small but 2% is too high (at least over the course of the whole game). I plan to get some figures from a recent game to see what they look like.
Armed with a figure such as this, it should then be possible to decide between some general strategic alternatives (eg grassland workshop vs grassland plains + rep.specialist, towns vs rep specialists)
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