As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Rough payoff times and exchange rates

Civ is a game of investing. Citizens are investments which earn interest over time by working tiles. A university, to take a fairly simple building, is an investment which earns back its cost by producing beakers, and it has a better rate of return if the city's base beaker output is higher. Techs, units, and cities are all investments, albeit ones that are very difficult to analyze.

What makes Civ interesting is that it has an irregular and difficult-to-calculate set of available investments. How much return do you get from having Machinery? You wouldn't even know where to begin calculating that! (There are several quite complex things about it. Mostly, (1) it's required to research other techs in an incredibly long and interconnected chain and (2) it enables a military unit which has incredibly hard-to-judge value.) But even the straightforward investments (citizens, say) are not as simple as they look because investment costs are often large compared to per-turn output. For example, perhaps you have a city producing 5h per turn into a Library. It takes a dozen turns before the hammers you invested start compounding. You might as well have produced nothing for 11 turns and then 60h on the 12th. Compound interest is a powerful force and it's actually a pretty big deal to have an increasingly large pile of hammers sitting there in an incomplete building and not returning anything. The farther in the future the completion time, the more potential value you are forgoing.

So this is hard. We know that, and this is why we keep playing. It's deep. Also, trying to catch a glimpse of its true form, trying to gain little pieces of understanding, is pretty fun. Here is a tool I have been using to chip away at the mystery a little. It's some math and some estimates. They are wrong, but they've helped me wrap my mind around some things and their values.

[SIZE="4"]1. Conversion of food, hammers, and beakers[/SIZE]
1 food = 8 points
1 hammer = 5 points
1 beaker = 3 points


Notes: 1h into a worker/settler is worth 6 points. Food is assumed to be granary-enhanced food at a city of approximately size 7 growing onto early-game grassland tiles. Food is obviously stronger at lower city sizes since growth is cheaper there, and is also affected by other factors such as available health/happiness and the strength of the tiles being grown onto (including bonuses from buildings). Also note that a population point costs 2f and 1b every turn (citizens tend to add about $1 each to total maintenance) i.e. 19 points.

Some examples:
grass river farm: net +1f -> 8 points
grass lakeside farm: net +1f -1b -> 5 points
lighthouse coast: net 1b -> 3 points
grass hill river mine: net -1f +3h -> 7 points
grass pastured pig: net +4f -1b -> 29 points

Does anything strike you? There are gigantic differences in tile value which you don't really notice until you subtract out the 2f and 1b. Rivers are a big deal. Resources are a humongous deal. You knew they were important but seeing that a 6/0/0 tile nets you almost six times as much as a 3/0/0 tile might be a surprise.

How did I arrive at these numbers? I looked at tile choices I and other tend to make, such as slightly preferring a lake to a forest. I also looked at the actual conversion rate you can get between food and hammers by whipping.

You may wonder how to measure a cottage. It's trickier, because cottages get better over time. But it's not THAT tricky...


[SIZE="4"]2. The interest rate[/SIZE]
1 per turn = 20

Notes: That is 1 per turn forever. This is for quick speed. And, it corresponds to a per-turn interest rate of 3.53%. (1.0353 ^ 20 is approximately equal to 2. Take $20 and invest it at that rate and after 20t you will have $40. Alternately Trade the $20 for $1/t, wait 20t collecting $20, and then trade the $1/turn back for $20 - you get $40 that way too. So they are equivalent. Note that this is based off the assumption that in the actual Civ game where you make $1/turn, you will not be able to continuously reinvest your interest for effect - see the intro paragraphs. All in all it's very hand-wavy but the important thing is that it gives plausible results.)

Examples:
You might pay 20 food to grow onto a river grass farm which nets 1f/turn.
You might whip away a 2/1/1 tile (netting -1h/turn) to gain 20h.

Got it? Now to apply this to cottages. A cottage is worth
1b/t +
1b/t 6 turns from now +
1b/t 19 turns from now +
1b/t 45 turns from now

How much is 1b/t 6t from now worth? We can just discount its value according to the interest rate we've decided on. So a cottage is worth:

(1 + 1 * 1.0353^-6 + 1 * 1.0353^-19 + 1 * 1.0353^-45) b/t

which comes to just over 2.5 b/t. Seem reasonable?

A printing press cottage is of course worth more:

(1 + 1 * 1.0353^-6 + 2 * 1.0353^-19 + 1 * 1.0353^-45) b/t

which comes to just over 3 b/t. And naturally the civics help out even more, but you can see how it's worth about as much as a farm. What factors make farms better? 1) Production modifiers + whipping. 2) Small city size. 3) They become Bio farms, or other good late-game improvements later, while the increased strength of cottages is already accounted for in that 2.5-3b figure. 4) If you are not confident in being able to maintain control of that land or keep the tile from being pillaged, or you don't plan to work the tile as frequently. And what factors make cottages better? 1) Commerce modifiers e.g. Bureaucracy or libraries or banks. 2) Cottage civics late-game. 3) Faster build times. 4) No freshwater requirement. 5) Improved by Financial and/or golden ages.

How did I arrive at 1/t = 20? A bit of estimation based on whipping, and a bit of trial and error. You can see some of that trial and error in the way I played pbem 23. For various reasons (neglecting to consider that citizens cost about $1 in maintenance, and failing to account for the lack of continuous compounding), I was estimating then that 1/t was about 13 or 14. Which meant I overvalued lump sums and undervalued per-turn stuff. That's not to say that Novice and I didn't play that game really well, but you can see that at the end we were some giant number of beakers ahead but had a pretty poor tech rate, and it was costing us. And part of that was that I advocated not using a single great person for a permanent benefit, and another part was that I overvalued citizens working coast compared to buildings they could have whipped out.

... OK, I think that's all I've got that has crystallized into communicable thoughts. I'm not at all confident in these equations. But even though they are very inaccurate, and ignore so much context, I find them useful for getting a rough idea of how useful things are relative to one another. Thoughts?

P.S. Before anyone thinks that I play like a robot, in fact I play very intuitively, and that is the joy of the game for me. I love games that are deep enough that you simply can't play them by calculation. But I also enjoy analyzing what my intuition tells me - that's this stuff. wink
Reply

So a settled rep scientist with academy, OU, uni and lib would be worth what?

1 hammer x 20 plus 9 beakers x 20 x 3?

That works out to 100 points plus 540 beakers = 573 beakers. Is it really that much worse than an 1100 beaker bulb? I guess it's situational. In practice I would probably prefer the bulb as long as you have something worthwhile to bulb (or didn't have very specific tech path requirements), but I'm not quite sure about those numbers.

One difference between whipping off a forest and settling a GP is that you can settle an infinite amount of GPs, but you can never grow onto more than 20 tiles. So the whip has a more "temporary" opportunity cost?
I have to run.
Reply

Yeah, that seems about right to me. I'm assuming the 1100b in your example is after you factor out the 1.2x modifier for knowing the prerequisite tech (if it's not Astronomy being bulbed), so based off of about 150 population?

The main thing about bulbs is that very often you can't use them efficiently. Either the tech they will give you is not what you actually want to get next, or you have to research some stupid tech (e.g. Alphabet) to unblock the one you want, or the tech you're bulbing costs less than the amount the bulb will provide, or you have to let the scientist sit around for a dozen turns (which discounts the value of the beakers generated accordingly) or you don't use the tech after bulbing it for a dozen turns anyway. Or maybe even multiple of these.

Bulbing is amazing when you can use it well, while settling is often the worst option. But I think circumstances can still make settling quite strong. It lets you put great people to use before there are good techs available to bulb, and of course earlier is better - if you can use a great person 20 turns sooner it's worth twice as much.
Reply

Yeah, that's why the specialist economy is so insanely uber on high level single player games. Yeah, it's not as efficient as being able to directly channel those beakers into useful techs, but you effectively can if tech brokering is enabled.

The innate -2F and -1c of all citizens is crucial, and that is why FIN and Colossus are so damn powerful. It's also why rivers are so powerful if you're going for a tile-centric strategy (aka a Cottage Economy).

I mean, people say that rivers count the same for CEs and SEs, as both farms and cottages get +1c. However, this ignores the fact that each citizen eats up health and happy, and you have to triage them carefully. Early on, a specialist city works 1 or 2 food specials (preferably with 3+ excess food or more), and the remaining citizens are put to work in the libraries. Hence, you don't need the +1c on riverside farms. A cottage city works its food resources and as many cottages as possible, pointing towards a tile-centric strategy, and you'll want as many +1c's as you can get your greasy mitts on.

Me, I refuse to burden myself with the label of "cottage economy" or "specialist economy", I try to do both.

Finally, regarding settling scientists, I never assume that I'll have Rep or Oxford for a long time, as I'd only settle them early on if my economy is crashing.
Reply

That's a nice article 7...I'd suggest posting it in the CFC strategy forum as well. There are/were some really good players there that have carried on similar discussions in the past. Not that RB isn't also a good spot for it, of course smile.

Darrell
Reply

SevenSpirits Wrote:There are gigantic differences in tile value which you don't really notice until you subtract out the 2f and 1b.
Indeed. That's also why multipliers are so powerful, especially Bureau. They multiply the entire production, not just the net above expenses. If Bureau turns a 30 commerce capital into 45, that's 15 free beakers for 45 points on your system. Add the library and academy and that's 78 points, which is like two entire cities worth of unmultiplied tile productivity.

Do citizens really cost 1 per turn in maintenance? I thought it was more like 0.4, divided about evenly between city and civic maintenance upkeep, plus a little bit for inflation and high difficulty. Are you abstractly factoring in costs like upkeep for police units and workers? Or even their initial build cost too?

That leads to another area of the discussion: the overall cost to add a productive citizen to your empire. This requires many things: food to grow him, worker labor to improve his tile or a specialist-enabling building, and happiness and maybe health. Cottages are good because they're economical on these factors. A farm doesn't produce any economy until it has first grown another citizen, who then requires his own worker labor or specialist slot and happiness. I always feel my cities are most productive working maximum cottages ASAP, hardly ever farming a non-resource tile. Specialists are only worthwhile when the GPP quickly cashes out, which usually means to run them in only the National Epic city since other cities will never catch up. An incomplete GPP bar has exactly the same concerns as your incomplete buildings, to an even greater degree because the other cities can continuously keep extending the GPP bar.

I also want to think about where do mines fit on the tile priority order? A grassland hill mine in your system is 23 points, minus the 19 for upkeep, which is pretty pedestrian. A plains mine is even worse at 20 - 19 = barely positive at all. This does feel like it matches my experience; I seem to work cottages over mines most of the time, the exception being when a city has really big food from resources such that it'll hit the happy cap unless it slows down growth by working mines.

As for the growth of cottages... I tend to think of them in terms of their fully improved town value of +5 or +7 commerce. The time spent as a cottage/hamlet/village is constant, so building and working the cottage a turn earlier always translates into a town a turn earlier as well. In any kind of long term game, the fixed cost of not being mature yet will be superseded by the town's unsurpassed endgame productivity.
Reply

Theoretical:

Quote:Does anything strike you? There are gigantic differences in tile value which you don't really notice until you subtract out the 2f and 1b. Rivers are a big deal. Resources are a humongous deal. You knew they were important but seeing that a 6/0/0 tile nets you almost six times as much as a 3/0/0 tile might be a surprise.

The 6/0/0 tile has a 400% larger profit than the 3/0/0 tile, but you mention it is about 6x better. Is that because of how much faster it makes the next population point? But then, is that not taken into account in the profitability of that newly grown populaion point? I'm thinking specifically about what T-hawk commented on for cottages, as working a cottage one turn earlier means you have the town one turn earlier.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

It is because of maintenance cost, so the profit of a 3/0/0 farm is just 0.625 food versus 3.625 food for a 6/0/0 farm.
I have to run.
Reply

Am I right in thinking that this tool has been designed for use after about T40, T50 in a quick PBEM game? That it was calibrated using PBEM games, and not, for example, PB3?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

How are you accounting for GPP in this formula?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply



Forum Jump: