After Trade is discovered and before any trading takes place, the timing of the seemingly spontaneous changes to the supply and demand lists of cities conforms to a pattern I have discovered while playing all the civs in a hot seat test game of MGE.
In this game, Trade was discovered by the Babylonians in 2250 BC, and was immediately shared all around, in order to reveal all supply and demand lists. In the 20 turns that followed, the way in which cities became eligible for a change to their supply and/or demand commodity lists adhered to a consistent pattern.
The pattern is best observed by making a table or graph, and putting all the cities on one axis and putting game turns along the other. The cities must be listed in the order in which they were created as the game was played. The city list should include every city from every civ in the game. Game turns just proceed in their natural sequence, and if “O’s” and “X’s” are used to represent each turn, a graph or table will result that looks like the following:
Game turns in order of occurrence
City01 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOO
City02 OOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOO
City03 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOO
City04 OOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOO
City05 OOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOO
City06 OOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO
City07 OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOO
City08 OXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOO
City09 XOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOO
City10 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOO
City11 OOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO
City12 OOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOO
City13 OOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXO
City14 OOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOO
City15 OOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOO
City16 OOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOO
City17 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOO
The “X’s” represent the turns when a city had some kind of change to its supply and/or demand list. Notice that cities do not always undergo a change when they are eligible to do so, BUT also notice that a city must always wait until a turn where their row intersects a diagonal where the other X’s always line up on. Another consistency I noticed was that an X appearing on one diagonal is always 16 turns and 16 cities away from its buddies on the next diagonal when you follow sideways along the turns and downwards through the cities, respectively. Notice that cities created 16 spaces apart may both undergo supply and/or demand changes on the same turn. Also note that once a change takes place, another will not occur for that city until at least 16 turns later. This actually happened in my test game many times, since I started observations with 30 cities when Trade was discovered, and 20 turns later had added 11 more. During this time there were 34 occurrences of changing supply or demand, spread out over four separate diagonal lines, all lines adhering to the 16 spaces of separation.
This is kind of like oedo’s OOOX thing with revolutions, but you can see that it has been disguised a little bit better, since there are gaps left along the diagonals where the X’s line up, but they sure DO line up like little ducks!
I am trying to figure out if there is a system to the gaps now, as they may be part of a larger pattern that may emerge as the game progresses. At this point, I have just delivered my first caravan, with five more deliveries coming pretty soon, and I’m anxious to see how active trading will interact with the consistent underlying pattern I have seen so far governing supply and demand changes.
I will try to repeat the pattern below with the "X's" in boldface. This may not work.
Game turns in order of occurrence
City01 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOO
City02 OOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOO
City03 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOO
City04 OOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOO
City05 OOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOO
City06 OOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO
City07 OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOO
City08 OXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOO
City09 XOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOO
City10 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOO
City11 OOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO
City12 OOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOO
City13 OOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXO
City14 OOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOO
City15 OOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOO
City16 OOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOO
City17 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOO
(edited to fix typo noticed by samson in his post. In the origianl city list, city12 was accidentally omitted)
In this game, Trade was discovered by the Babylonians in 2250 BC, and was immediately shared all around, in order to reveal all supply and demand lists. In the 20 turns that followed, the way in which cities became eligible for a change to their supply and/or demand commodity lists adhered to a consistent pattern.
The pattern is best observed by making a table or graph, and putting all the cities on one axis and putting game turns along the other. The cities must be listed in the order in which they were created as the game was played. The city list should include every city from every civ in the game. Game turns just proceed in their natural sequence, and if “O’s” and “X’s” are used to represent each turn, a graph or table will result that looks like the following:
Game turns in order of occurrence
City01 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOO
City02 OOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOO
City03 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOO
City04 OOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOO
City05 OOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOO
City06 OOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO
City07 OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOO
City08 OXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOO
City09 XOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOO
City10 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOO
City11 OOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO
City12 OOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOO
City13 OOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXO
City14 OOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOO
City15 OOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOO
City16 OOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOO
City17 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOO
The “X’s” represent the turns when a city had some kind of change to its supply and/or demand list. Notice that cities do not always undergo a change when they are eligible to do so, BUT also notice that a city must always wait until a turn where their row intersects a diagonal where the other X’s always line up on. Another consistency I noticed was that an X appearing on one diagonal is always 16 turns and 16 cities away from its buddies on the next diagonal when you follow sideways along the turns and downwards through the cities, respectively. Notice that cities created 16 spaces apart may both undergo supply and/or demand changes on the same turn. Also note that once a change takes place, another will not occur for that city until at least 16 turns later. This actually happened in my test game many times, since I started observations with 30 cities when Trade was discovered, and 20 turns later had added 11 more. During this time there were 34 occurrences of changing supply or demand, spread out over four separate diagonal lines, all lines adhering to the 16 spaces of separation.
This is kind of like oedo’s OOOX thing with revolutions, but you can see that it has been disguised a little bit better, since there are gaps left along the diagonals where the X’s line up, but they sure DO line up like little ducks!
I am trying to figure out if there is a system to the gaps now, as they may be part of a larger pattern that may emerge as the game progresses. At this point, I have just delivered my first caravan, with five more deliveries coming pretty soon, and I’m anxious to see how active trading will interact with the consistent underlying pattern I have seen so far governing supply and demand changes.
I will try to repeat the pattern below with the "X's" in boldface. This may not work.
Game turns in order of occurrence
City01 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOO
City02 OOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOO
City03 OOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOO
City04 OOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOO
City05 OOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOO
City06 OOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOO
City07 OOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOO
City08 OXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOO
City09 XOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOO
City10 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOOOOOOOOOOOOO
City11 OOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOO
City12 OOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOO
City13 OOOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXO
City14 OOOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOO
City15 OOOOOOOOOOXOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOXOOO
City16 OOOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOO
City17 OOOOOOOOXOOOOOOOOOOOOOOOXOOOOOOOOOOOOOOOXOOOOO
(edited to fix typo noticed by samson in his post. In the origianl city list, city12 was accidentally omitted)
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