Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Civ2-Strategy
  Overlapping cities? Prove it! (Page 2)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author Topic:   Overlapping cities? Prove it!            Current Date/Time: March 02, 2000 03:12:07
Sten Sture
King
From: San Francisco
Registered: Mar 99
posted September 10, 1999 17:20   Click Here to See the Profile for Sten StureClick Here to Email Sten StureVisit Sten Sture's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


I just reacted because Bird accused ME of sleazing in an MP game.... Hey, it was double production, you get too much pollution with big cities, and 16 squares can easily support a 24-30 population; and I was playing the Spanish which everyone knows live in closely packed little villas!
valmont
Warlord
From: Kansas City
Registered: Aug 1999
posted September 13, 1999 10:43   Click Here to See the Profile for valmontClick Here to Email valmont Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Peter Hennesy: If you had bothered to read the thread started by Adam Smith titled "Increasing or Decreasing Returns to City Size?" you would see that there are a few people interested in the ICS strategy. A couple people had asked for specific information on how to play this way. I didn't just go poking around in past threads to bump these up to the top so I could annoy someone. You seem really upset that someone might want to read explanations of this strategy. Your reaction is extreme. No one is forcing you to read these threads, just as no one is forcing you to play the ICS.
Matthew
Prince
From: Junction City, Kansas. USA
Registered: b.02-15-99
posted September 26, 1999 23:15   Click Here to See the Profile for MatthewClick Here to Email MatthewVisit Matthew's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Bump, for reference to another topic.
Pyotr Perviy
Settler
From: Moscow, Russia
Registered: Oct 1999
posted October 07, 1999 03:29   Click Here to See the Profile for Pyotr PerviyClick Here to Email Pyotr Perviy Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Adam Smith,

Back in May, you posted a note in this thread that "I then measured the return on investment using the total production of all types divided by the total investment, effectively assuming a zero interest rate."

Can you tell me why you assume a zero interest rate? It seems that there is a time-varying value of resources/gold in Civ2 and my observations seem to suggest the implied interest rate is about 2-3% per turn.

Sorry if anyone is annoyed by having this old thread revisited, but I am brand new to Apolyton and have been glorying in reading all of these older messages on Civ2! I'm especially interested in this economic approach to the game.

Adam Smith
Prince
From: Silver Spring, Maryland, USA
Registered: b.02-15-99
posted October 07, 1999 09:55   Click Here to See the Profile for Adam SmithClick Here to Email Adam Smith Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Pyotr:

Welcome to Apolyton. It is questions and discussions like this that help make Apolyton a great site.

I assumed a zero interest rate for two reasons. First, for simplicity. Second, it was not clear at the time how to calculate an appropriate discount rate. Now that I think about it some more, perhaps the average rate of growth of food (population) is an appropriate measure of the discount rate. How did you arrive at your two to three percent per turn estimate? Including a discount rate would clearly improve the calculations.
[This message has been edited by Adam Smith (edited October 07, 1999).]

mingko
Prince
From: Silver Spring, Maryland, USA
Registered: b.02-15-99
posted October 07, 1999 10:59   Click Here to See the Profile for mingkoClick Here to Email mingkoVisit mingko's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


One possible estimate of the discount rate. The best alternative forgone for keeping 100 gold is: Use the gold to buy a settler incrementally, let the settler spend 4 turn to find a new city site.
Total cost: 40 resource + 4 turns of output (probably 4 resource + 4 trade). Return rate: additional 1 resource + 1 trade. Assuming 1 resource = 2 gold, discount rate = 3/92.
If you need to model food as well, then 20 food allows one more citizen giving 1 resource + 1 trade. Thus 1 food = 3/20 gold.
Apolyton Civilization Site Forums
> > > Civ2-Strategy Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A ReplyPost A Reply In A New Window Contact Us
Apolyton Civilization Site
Hop to:

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | Hodadian Award Central | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs