Originally posted by rjmatsleepers
There is only a hidden cost of buying shields in the first row if there is a "time value of money" - ie if 1 gold now is worth more than 1 gold in 10 turns. AFAIK, it has always been difficult to establish this in Civ II.
There is only a hidden cost of buying shields in the first row if there is a "time value of money" - ie if 1 gold now is worth more than 1 gold in 10 turns. AFAIK, it has always been difficult to establish this in Civ II.
I believe this also applies to most situations in real Civ2 I have seen (mostly ICS/conquest, with barbs rarely making much difference). But let's discuss real Civ2 in more detail later.
I believe the question as to whether you should rush buy the final row is different. If the city produces 1, 2, 3 or 4 shields, then the next settler will be produced anything from 8 turns to 1 turn earlier by rushing. The question is one of cost and benefit.
In Row 1:
With 6-9 shields in the box: 12 g/t
With 4-5 shields in the box: 13 g/t
In the last row(s):
With 27, 31 or 35 shields: 11 g/t
With 23, 26 or 30 shields: 12 to 12.5 g/t
With 34 shields: 13 g/t
Most other possiblilties were over 13 g/t.
For example, with 31 shields, you pay 22 gold and save 2 turns. I am not sure whether my previous estimates for a Settler-turn are consistent with this new info (but notice there is also some benefit to the mother city in birthing early). Also, I have not thought much about the size 1 vs size 2 issue in this context, or about cities that don't make exactly 4 s/t.
But if this is all approx correct so far, the question remains - how to spend your gold? Until I have time to play-test, I expect you can spend most of your gold on 11-12 g/t deals and avoid paying more. I would keep my gold only if I could save over 5 per cent per turn that way. IMO only this kind of free-market thinking can define the value of gold. It may be very hard to find, justify and use formulas like "2.3g = 1s" (though I am still trying).
....The underlying theory has to place a very high value on shields to make that worth while - a lot more than your 2.3 gold per shield.
...I find it difficult to believe that any benefit from having a settler 1 turn earlier will be greater than the cost of rushing.
So, it seems to me that the value of thinking in terms of turns rather than money is a result of the underlying ICS strategy. The quicker you can build a settler the sooner you can establish a new city. When you have finished the current test, it may be worth repeating the exercise, but with a different terminal condition - perhaps one that favoured an OCC strategy.
Sorry to post at such length, but I believe this exercise is sufficiently important that it is worth exploring all the nooks and crannies that surround it.
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