This is some kind of inquiry into the causes of the wealth of nations in civ. I started a previous thread named 'building power and growing power', but the discussion wasn't really heated: one reply .
No problem. I go on. Perhaps someone finds it interesting later on.
The whole game of civ is basically a question of power. If you build a powerful civ quickly, you win. If you don't, you lose.
Therefore being able to measure power with some degree of precision is almost like having a target to shoot at, instead of shooting in the dark.
My proposal is to define 3 types of power, that I name 'building power', 'growing power' and 'research power' (BTW if someone finds better names, please let me know).
1) Research power:
Very simple: beakers produced + beakers received as 'one time bonus' when delivering a commodity caravan.
Beakers produced can be transformed into gold (by means of the 'taxes' settings). Beakers received on delivery cannot. Willing or unwilling, you get them and here they are.
2) Growing power:
Much more complicated (but basically a mixture of food surplus, food caravans and WLT*D).
3) Building power:
At first sight it's quite simple: shields + gold. If you build units or improvements 'normally', it's shields. If you rushbuild them, it's gold. My proposal in the previous thread was to consider that 1 shield = 2 gold (which is exactly the case when rushbuilding an improvement, starting with at least 1 shield in the bottom of the box). But 2 important points must be mentioned, that I didn't have in mind when writing the previous thread:
#1: In order not to mix building power and research power, it is wise to measure with the settings at 'zero science'.
#2: It is also wise to measure (or take into account) the amount of gold received from 'one time bonus' (I am currently playing a game where I have a shipchain and a steady trade route (repeated commodity) that brings about 3 times as much gold as the rest of my civ).
Therefore my proposed new formula for Building Power (BP) is:
BP = NS + 0.5 CF + 0.5 OTB, where
NS = Net Shields (Shields produced - Support)
CF = Cash Flow (Gold earned - Gold spent for maintaining improvements)
OTB = One Time Bonus (the simplest way to measure it being to keep a log of deliveries and calculate an average on several turns...)
No problem. I go on. Perhaps someone finds it interesting later on.
The whole game of civ is basically a question of power. If you build a powerful civ quickly, you win. If you don't, you lose.
Therefore being able to measure power with some degree of precision is almost like having a target to shoot at, instead of shooting in the dark.
My proposal is to define 3 types of power, that I name 'building power', 'growing power' and 'research power' (BTW if someone finds better names, please let me know).
1) Research power:
Very simple: beakers produced + beakers received as 'one time bonus' when delivering a commodity caravan.
Beakers produced can be transformed into gold (by means of the 'taxes' settings). Beakers received on delivery cannot. Willing or unwilling, you get them and here they are.
2) Growing power:
Much more complicated (but basically a mixture of food surplus, food caravans and WLT*D).
3) Building power:
At first sight it's quite simple: shields + gold. If you build units or improvements 'normally', it's shields. If you rushbuild them, it's gold. My proposal in the previous thread was to consider that 1 shield = 2 gold (which is exactly the case when rushbuilding an improvement, starting with at least 1 shield in the bottom of the box). But 2 important points must be mentioned, that I didn't have in mind when writing the previous thread:
#1: In order not to mix building power and research power, it is wise to measure with the settings at 'zero science'.
#2: It is also wise to measure (or take into account) the amount of gold received from 'one time bonus' (I am currently playing a game where I have a shipchain and a steady trade route (repeated commodity) that brings about 3 times as much gold as the rest of my civ).
Therefore my proposed new formula for Building Power (BP) is:
BP = NS + 0.5 CF + 0.5 OTB, where
NS = Net Shields (Shields produced - Support)
CF = Cash Flow (Gold earned - Gold spent for maintaining improvements)
OTB = One Time Bonus (the simplest way to measure it being to keep a log of deliveries and calculate an average on several turns...)
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