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La Fayette


b.02-15-99
posted December 28, 2000 08:25   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Winning at civ2 is very much a question of choosing the right investment at the right time. That question might be answered using a method named "dicounted cash-flow" in the US, as far as I know. May I try to explain briefly?
If you are getting hungry and you have no money in your pocket, you are likely shortsighted: for you 1$ to-morrow is worth much less than 1$ now. For you, to day's value of 1$ next year is perhaps less than 0.9$ to day or even much lesser than that. On the contrary, some people are very long-sighted. 1$ next year might be worth 0.98 or even 0.99$ to day for those people.
IMHO this method is great because the economist collects the data and does the calculations, but the user, the wise despot, the strong strategist chooses whether to be short or long-sighted. Hence, if a wrong decision is taken, responsibilities are rightly shared.
Anyway, I have recently been busy applying that method to some problems related to civ2. Here are a few results in the field of early trade (#1 briefly describes the method, for those interested, and #2 gives the main rsults for those willing to go trading ASAP).

1) Method
1$ that I'm going to get in n turns from now is worth (1/(1+r) power n)$ now (r being the rate of discount that I am willing to choose).
1 beaker=1 gold (since I always can choose between these using the "tax rate" cursor).
The production cost of a caravan is 125 gold (stepwise rushbuilding with 1 shield in the box to start with).
The "true value" of the caravan is measured on delivery. Therefore the cost, which I name A (since A is not only for Alphabet ), is then 125*(1+r) power m (m being the number of turns travelling between origin and destination city).
The revenue is B (gold bonus) + B (science bonus converted into gold) + C (current value of the continued cash-flow, doubled in case of home trade).
Hence, the "true value" of the caravan is TV=B+B+C-A
(watching TV on the BBC, this should be quite mnemonic for people like SG or EST).

2) Results
The results given here are those of my first case study in that field, playing the Romans on a medium size random map (deity, 7 civs, raging hordes), and sending most caravans to my friendly neighbors, the Indians, onboard mighty triremes, but also a few to my own cities by land, for the sake of comparison.
More precisely, I studied 12 caravans (and the resulting cash-flow during 80 turns). 5 caravans were home trade between roman cities. 4 were fine foreign trade (goods in demand in indian cities) and 3 were second class foreign trade (goods delivered in India, undemanded there).
For each caravan are given:
B=gold bonus on delivery
TV2=true value of the caravan when using a 2% rate of discount ("long-sighted")
TV8=true value of the caravan when using an 8% rate of discount ("shortsighted").

Dye Pompei-Madras (250BC) B=40, TV2=40, TV8=-115
Silk Neapolis-Veii (50BC) B=3O, TV2=5, TV8=-102
Beads Cumae-Pisae (40AD) B=28, TV2=45, TV8=-72
Copper Pisae-Delhi (340AD) B=148, TV2=333, TV8=132
Dye Veii-Delhi (500AD) B=176, TV2=402, TV8=198
Silk Hispalis-Delhi (500AD) B=246, TV2=495, TV8=307
Wool Pompéi-Viroconium(520AD) B=28, TV2=29, TV8=-82
Wine Lugdunum-Viroc.(88OAD) B=80, TV2=159, TV8=-90
Salt Lugdunum-Antium(900AD) B=60, TV2=137, TV8=-37
Gold Pisae-Delhi (980AD) B=76, TV2=168, TV8=-7
Dye Cumae-Delhi (1200AD) B=40, TV2=125, TV8=-23
Dye Hispalis-Delhi (1340AD) B=47, TV2=83, TV8=-83

3) Conclusion
Early trade can be very rewarding (look at that
silk delivered in Delhi in 500AD: net profit ranging from 300 gold (shortsighted) to 500 gold (long-sighted).
But early home trade seems to be questionable (unless one gets much better opportunities than those shown here). All of us would prefer building wonders rather than getting such tiny profits.



SilverDragon


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posted December 28, 2000 09:22   Click Here to See the Profile for SilverDragonClick Here to Email SilverDragon Visit SilverDragon's Homepage!
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Wow! A newbie who doesnt ask questions but instead comes up with strategies. We should put him in a museum!

On a more serious note, I have looked at OCC games, and discovered that the people with the earliest trade routes are always the fastest. Paul in particular seems to get his caravans off quickly.

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Go Redskins!

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Blaupanzer


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posted December 28, 2000 15:01   Click Here to See the Profile for BlaupanzerClick Here to Email Blaupanzer Visit Blaupanzer's Homepage!
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La Fayette, somewhere in this is a discounted value of money theory. Based on this start, one should be able to trade off any given economic investment against an enhanced version of that formula. (How much money, LT and ST, will an investment yield, vice another, including a possible caravan?)

This won't solve all of the marginal value of production decisions because of military production. But it could help.

suas333


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posted December 28, 2000 16:18   Click Here to See the Profile for suas333Click Here to Email suas333 Visit suas333's Homepage!
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Thanks for your study, howveer early in the game when eve i build a caravan i can't help but think that it could be one more city. And settlers from that one city, especially early can make 5 more cities. Gold would be increased simply by quantity. But as i see players using trade routes with an early republic to get ahead in science and gold, I'll try to use early trade routes in some games inthe future.
La Fayette


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posted December 29, 2000 05:25   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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SD
I am new to Apolyton, but not new to civ2. That's why.
As far as the museum is concerned, I know oedo already has a statue (perhaps two, quite soon, when the unfinished gets finished). If I might deserve a painting one day (even a very tiny one, as long as it is signed Manet or Monet), that would be great!
Blaupanzer
You describe exactly what my current research is about: "di$counted cash-flow" (how could I forget that precious letter?), and trying to improve decision making in civ2 by using that method, which I consider powerful.
Nevertheless, I tried to write a short post yesterday, and it seems to me to day that at least 2 points must be made clearer.
1) I am not arguing against or in favour of early trade; just trying to indicate whether it is rewarding or not.
2) The "true value" is not "true" (after many years of experience I would say nothing is ever "true" in economics). For example:
- 125 gold for 1 caravan is one of many possible values (looked reasonable to me when I chose it, but I wouldn't
blame on someone advocating 100 or 150);
- 1 gold=1 beaker might be discussed with very strong arguments in favor of either gold or science;
- valuing the continued cash-flow in gold is valid only in cities without improvements (in fact that cash-flow is Trade; it would be improved by 50% in a city owing both Market Place and Library).
La Fayette


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posted December 29, 2000 05:32   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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I meant "owning", of course. Sorry!

------------------
aux bords mystérieux du monde occidental

Scouse Gits


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posted December 30, 2000 06:09   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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You omit one tiny detail - for those of us who follow the Goddess ICS the value of a caravan is 200g/50shields when it helps build a Wonder - only later in the game when the vital WoWs are secure do we look for trade/science benefits. How does this fit into your theory?

Further although you are correct that 1 beaker can be changed into 1 gold by manipulation of the tax rate - only by using caravans can one 'buy' beakers in addition to those available from a maxed out tax rate - this can on occasion be beyond price...

Good work keep the ideas coming

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____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

A-Team


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posted December 30, 2000 15:20   Click Here to See the Profile for A-TeamClick Here to Email A-Team Visit A-Team's Homepage!
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If joining my game, (rules listed under Recruiting Players thread) you will find that when you play without wonder construction, citys must be as strong as possible. Build a marketplace, a bank and a stock exchange. Now Each caravan ( up to 3) will pay for itself via gold revenue if traded between big enough citys or off cont. citys or other civs. But more then that, each caravan will generate 4-8 trade. 3 then will give you say 20 extra trade. with the multiplication of M,B,SE that equals a return of 50 trade per turn!!!! when used for lux or tax. Team up with a partner who trades and uses the extra trade with lib. and universitys and 1 civ produces the tech, the other the gold a marraige made in civ heaven.
This is the kind of things that you can expect in my game. Oh , and by the way, it wont take several months to play a game, it will only take a few sittings as the game has been speeded up.
markusf


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posted December 30, 2000 19:03   Click Here to See the Profile for markusfClick Here to Email markusf Visit markusf's Homepage!
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Look here
../../Forum2/HTML/001969.html?23

I can regularly build 4 to 5 size 28 cities by 500 AD on 1x 1x, giving me 2 turns a tech for the rest of the game... I also make close to 800 gold per turn at 550 AD. Industrailization by 900 AD with automobile by 1100 AD. The power of early trade and using super cities blows ICS away by a huge margin. I rounded up a couple of players and we did a test, using my strat against ICS, I had over a 15 tech lead, and a launched a spaceship before the other guys got a bit past industrailization.

Scouse Gits


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posted December 30, 2000 19:58   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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markusf - you are of course correct - left to your own devices your strategy will blow we poor benighted ICSers to kingdom come and back. However, do you seriously think that you will be left to your own devices? Fancy defending your five super cities against 100+ vet crusaders with diplo support? Good luck!

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

GP


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posted January 01, 2001 02:13   Click Here to See the Profile for GPClick Here to Email GP Visit GP's Homepage!
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How do you get 100+ crusaders while ICSing. Doesn't the time spent building crusaders take away from settler/warrior production?
Scouse Gits


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posted January 01, 2001 13:55   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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Once the Empire has reached it's critical size - depends upon map etc but between 30 & 60 or so cities you are then in position to send out 'orders to the Empire' which might be build barracks, build crusaders - ten turns or so later you field your army - I have never needed more than 30 vet Crusaders against the AI - my MP experience is limited, but would imagine that 150% overkill should suffice...

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____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

La Fayette


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posted January 08, 2001 08:46   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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SG
I have no global theory of civ2 and I claim no brilliant results. What I try to achieve is a thorough analysis of some aspects of this great game, especially in the field of decision making (somewhat alike what you did in the field of starting techs).
Then, if we look at one early caravan, my theory would be:
My choice is between using this caravan to help building a wonder (in that case, its value is about 200g, as you stated, which means a "true value" about 75g if we agree to take into account a cost of 125g) and sending this caravan to some big city faraway (in that case, its value is not far from the "true value" that I describe).
Very early, the choice is always in favor of building a wonder (because the supposed big cities are hidden in the black), but then comes the period when I discover at least one big foreign city demanding at least one commodity that I can produce.
I state that if the "true value" of this caravan is much higher than 75g, then the right decision is no longer building the WoW (except in case of strong emergency: "I need that WoW and I know the AI is building it"). The right decision is foreign trade, then buy the WoW and keep the surplus.
La Fayette


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posted January 08, 2001 09:00   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Settler seems more inspiring than chieftain (at least to me).
Go on posting La Fayette!
Warlord sounds more like it.
East Street Trader


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posted January 08, 2001 13:55   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Nice thread, La Fayette. And doubly welcome as a Gallic view of matters has previously been sadly lacking in Apolyton.

On top of which you have chosen the most inspiring of the civic subjects for your debut!

Two criticisms of your approach. As A-Team points out that initial trade arrow has value not only in and of itself but additionally by providing the foundation stone upon which the further development of the city can be based. An early local route opens up the possibility of viable and timely investment in the marketplace, the bank, the stock exchange and the superhighway.

Secondly there is the effect on the citizenry. With just a little early trade a city can grow and its citizens be put to productive use, their happiness underpinned by those additional trade arrows. And with a happy citizenry comes the chance of more advanced government. Indeed, from the point of view of success in the game at least, I would go so far as to say it is this which is the primary purpose of trade.

I see no sign that you have factored those elements into your values.

Interesting investigation nonetheless.

PS What a splendid commodity is silk (my favourite I think)!! And how appropriate that a denizen of la belle France should highlight it's merits.

La Fayette


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posted January 09, 2001 08:23   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Markusf
I read your thread.
I suppose that you forgot telling us that you were playing at chieftain level on a big map with few aggressive AI opponents.
If you wish to convince us that you got those results playing deity, 7civs , raging hordes, on a small or medium map, then it would be fair to come back with strong evidence.
Try and play at higher levels. Believe me, it's fun... and I like to see you go scouting for new ideas.
La Fayette


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posted January 09, 2001 09:11   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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EST
As I stated before, there is no "true value" either in civ2 or in the real world, because side effects and long term effects can hardly be rightly quantified (that's why I used quotation marks; remember John Maynard Keynes: "à long terme, nous serons tous morts").
But the "stone by stone" effect mentioned by A-Team and the "citizenry" effect that you mentioned both are taken into account in my method, since I measure the continued cash-flow during 80 turns after delivery of the caravan.
Of course the cash-flow is increased if the city grows or turns to republic.
Of course you are free to be willing to go further and give a value to anything else you mean to be valuable (let me know what you wish and I do the calculations for you ).
My own experience in real life is that if you start valuing many side effects, it is no good at all for clear decision making.

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aux bords mystérieux du monde occidental

La Fayette


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posted January 09, 2001 11:16   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Markusf,
Rereading your thread, I notice that you mentioned playing at king level. Fine!
And your Kremlinlike cities are real smart!
IMO they are smart enough to play at Emperor level.
Have a try!

------------------
aux bords mystérieux du monde occidental

La Fayette


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posted January 09, 2001 11:57   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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SG,
Rereading this thread, i notice that I forgot answering your second remark "only by using caravans can one 'buy' beakers in addition to those available from a maxed out tax rate".
I strongly agree that this can be beyond price (and I 'buy' as many beakers as I can that way).
But this case study was about early trade. In most of my games I feel just as 'gold-hungry' as i feel 'beaker-hungry' during that period when I am also sending scouts (and always wondering whether one more scout is better than one more caravan).
How do YOU feel then?
Scouse Gits


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posted January 10, 2001 10:57   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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Personally - I do not give sufficient priority to scouting - from the succession games I have seen that for many players it is of paramount importance - but not for me! This could easily be a flaw in my game strategy - I make no claims of godhood - or simply reflect my lack of experience at MP - but my personal feeling is that against the AI having the scouts a few squares ahead of the settlers is more than adequate - and oft times I find my settlers breaking into the black s they found their cities ...

An interesting question! Comments anyone?

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

East Street Trader


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posted January 10, 2001 13:57   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Couldn't disagree more, SG1.

I give exploration a very high priority until I have exposed every last square on the board (haven't tried a gigamap yet but I reckon I'll still have my hiking boots on even then).

Getting (more than) my share of the huts is one aspect; finding (and occupying) prime choke points is another; making contact with other civs so as to open up the chance for diplomacy a third.

Then there is identifying prime real estate to which my doughty settlers can be dispatched; finding useful ofshore bases from which to harass distant AI civs; identifying which opponent looks a potential threat and which not; finding trading partners; finding barb cities and spawning sites. The list is endless.

I'd go so far as to say that exploration stands equal in importance to expansion and defence throughout.

Just about everyone prefers the earlier (and faster) phase of the game to the later stages and one of the pleasures, for me, in the opening phase is seeing how I can squeeze out the resources for another unit to send exploring when I am also keen to keep up my expansion, secure my borders and push on with developing infrastructure.

But if I ever notice that I've got less than two or three guys out there poking around I drop everything to redress that particular balance.


La Fayette

Your point about building in some value for long term effects is well made. But you measured over a shortish time scale so it can be no surprise that the foreign routes look so much better. The one time initial bonuses are overweighted.

I have played many games in which I traded only with my own cities. As your first post rightly says, sometimes one gold/one arrow to-day is worth many more a century or two hence. As someone else once said, there is a tide in the affairs of a civ and early local routes often go in when that tide is at the full. They allow a young city to prosper, to fend off interlopers and to help its civ keep up or forge ahead of others in the tech race. Monarchs in particular have always needed honest traders.

I fear I cannot build on your work by suggesting how to turn this into a refinement of your numerical values.

My advice for practical play though is, put in local routes early and prosper.

La Fayette


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posted January 11, 2001 10:30   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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EST,
I mentioned scouting on purpose, since scouting has no easily measurable value, though it is more than valuable in the long run.
So I go scouting a lot (like you), though I'm far from ready to write a post about the true value of scouting.
But, when discussing about caravans, I state that:
- decision making in civ2 has been very much discussed through dozens of threads, but very little valued (mostly by Mark Everson and Adam Smith);
- the discounted cash-flow method is more powerful in real life than any 'no-discount' method dealing with return on investment;
- it should also be the case in civ2, if I (or someone else) use it correctly.

In the meantime, I stick to my answers to Blaupanzer and SG a few days ago:
The "true value" is not true (I know it and I claim that there is no true value), but it is true enough to help one choose the right investment at the right time.
The AI is so dumb sometimes that many of us manage to win at deity level after having made dozens of wrong choices (you and I go scouting,...SG doesn't ).
After having built a caravan early in the game, I can choose:
-building a wonder,
-home trade,
-foreign trade (sending food to a city is generally not a very good choice then).
I never wrote or thought that one of those choices is better, but I think that the "true value"(discounted benefit minus discounted cost) can be greatly helpful when choosing.
You plead in favor of home trade and I won't say a word against it (people building strong SSCs ASAP can greatly benefit from such a choice).
I only wrote that this is not always true (in my case study, there was no fat SSC and foreign trade prooved to be better, that's all).
Just one more word: I don't think I overweight short-term effects at all, since YOU choose your rate of discount (and I measure the effects during 80 turns, and 80 turns is quite a long time in civ2).

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La Fayette


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posted January 11, 2001 10:55   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Foreign trade proved nothing, I confess.
Carolus Rex


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posted January 11, 2001 16:45   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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A couple of notes, just for the fun of argument!

I do by no means claim that what I hence write is correct, feel free to point out the flaws. There are many, no doubt!

First of all, you argue that this method is a good way of deciding whether it pays off to make the investment (i.e. rush buy the caravan and trade with it) or not, and I agree with you. If the net present value (henceforth NPV) is positive, then go ahead and buy it. But isn't this only the soccer game's first half?

The problem I have (as pointed out by others) is that the NPV of this investment must be compared to the net present values of its alternatives. Then you choose the alternative yielding the highest NPV.

Now, you make clear that you don't want to pass a judgement on whether early trade is better than other alternatives. IMHO, this has to be done in order to properly evaluate whether to make the investment or not. Per definition it does not pay off if there are better uses of the spent resources out there (meaning yielding a higher NPV).

How can you do this? Obviously you have to analyse the alternatives using the same method you propose.

Do the same calculations you have done above when trading with the camel, but include all the gold spent to send the camel to its destination. For example, if you're on an island you need a trireme. There is a cost associated with rushing it, just like there is with the caravan. This cost reduces the caravan's value and should be incorporated when calculating it.

When considering alternative uses of the caravan, make sure to include all benefits and costs as well. This is what you do with the caravan's future benefits when you trade with it (C in your post above), in all fairness this should be done with the alternatives too (or simply cancel them out, deleting C in your original calculations).

Hence, 50 wonder shields are indeed worth 200 gold, but the future stream of benefits associated with the wonder also has a (positive) present value in gold. For example, Colossus and HG yield extra trade adding to the value of building the wonder (the caravan should only get credit for one fourth of these benefits! ).

This is not to say that your proposed method is wrong, but when used it should be implemented in a thorough and adequate way.

If we're back where we started why bring this up at all? Simply because in these forums the value of trade has been asserted over and over again by almost everyone (including yours truly, who is a big fan of trade! ).

However, the early landings by DaveV (1595 AD) and Arii (somewhere in the 11th century?) without building a single caravan for the purpose of trade (correct me if I'm wrong here, it was some time ago I looked at DaveV’s log) is clearly evidence against the case of trade. Until a trader beats those single player record years, the burden of proof is with the trade side.

Hence the need for a complete analysis of all costs and benefits of rushing that caravan!

Including not building the caravan in the first place. Which is best, 4 camels or 5 settlers?

Carolus

[This message has been edited by Carolus Rex (edited January 11, 2001).]

Carolus Rex


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posted January 11, 2001 17:53   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Did a little digging myself!

../../Forum3/HTML/000748.html?16

Seems I was wrong about no trade! What about Arii's game, is there a log available somewhere?

Carolus

Carolus Rex


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posted January 11, 2001 18:03   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Indeed, there is!

../../Forum3/HTML/000803.html?11

Lots of trade routes in that one too!

Carolus

Carolus Rex


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posted January 11, 2001 18:56   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Hm, after rereading DaveV's log I guess that long list of cities must have made a lasting impression on me!

Carolus

Scouse Gits


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posted January 11, 2001 22:52   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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Thanks for digging those links out Carolus - they are now in the GL for easier reference.
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East Street Trader


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posted January 12, 2001 08:35   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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WOW, I MEAN JUST WOW.

But I REFUSE to concede to this ICS thing, REFUSE, grumble grumble pout pout.

Now, HOW can I come up with a perfectionist way to match this, plot plot puzzled frown.

I think the next five years of my life have just gone down the pan.

Unless Civ 3 finally consigns the great game to the bin.

Even then ARII's achievement will deserve to be remembered.

Thanks Carolus.

La Fayette


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posted January 12, 2001 10:36   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Carolus,
Thank you for posting.
I agree with most of what you wrote, but...
I'm pretty sure that you have noticed what I have noticed when reading the archive to this forum: many many posts stressing the importance of this and that, and long term effects and the like.
But apart from Xin Yu, Mark Everson and Adam Smith, few people have given detailed information about the results of testing what appeared to be wrong in Winkler's Scrolls of Ancient Wisdom, for example (forgive me if I forget some important contributors), until a few weeks ago.

I feel somewhat on the same line as (I suppose) Scouse Gits (with GL and starting techs), oedo (with statue and unfinished) or Slowthinker (with dips and spies): much has been said and achieved by the 'masters' (I won't name any, since you know them better than I do), but much remains to be tested and researched by those interested. That is one of the numerous reasons why this game is GREAT.
That is also why I published this case study: trying to make some people react otherwise than saying "I use home trade and I'm glad with it" or "a settler is better than a caravan". That is also why I thank you for your post.
Then, let me answer briefly:
1) I suppose that none of us wishes to play civ2 with a computer #2 in his back, doing 1/2 hour economic calculations before any move. That's why I tried to make it simple.
2) Even if the "true value" is not true (and I am #1 to state that it isn't), IMO it can nevertheless be helpful.
For example, if we stay in the field of "caravan vs caravan", I state that food caravans sent to the capital are not ALWAYS the best solution when trying to build a wonder and that home trade is not ALWAYS the best solution when trying to boost the number of trade arrows in one's civ. I hope that the "true value" will help convince some players of that plain fact (and I intend to be back with more results within a few days or weeks).



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East Street Trader


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posted January 12, 2001 13:25   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Agree that much remains to be researched.

But from my visits here to date I would say you are very far from being alone in feeling the desire to subject different aspects of the game to rigorous analysis.

William Keenan's Barbarian Paper is a particularly striking example.

And try searching the threads for some of the analysis on combat outcomes.

The fortnightly OCC comparison games have led to a good deal of well backed up work, by Tonic and others.

But you are right that many of us, myself included, rarely if ever turn to the cheat menu and embark upon a systematic examination. Nevertheless the sheer volume of Apolytoners' experience built up during play regularly generates an insight or a useful/interesting quirk.

I value contributions whether based on science or intuition. Speaking for the intuitive tho', I am very glad that the scientists such as yourself are generous enough to share with us all the fruits of your labours.

So let the walls of Carthage tumble yet a few more times and if you refine your marginal rate of return notion I will gladly hear your further exposition of it.

Hawkman


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posted January 12, 2001 13:46   Click Here to See the Profile for HawkmanClick Here to Email Hawkman Visit Hawkman's Homepage!
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I’ve been following this thread for a few days and find it very interesting, being an accountant in real life and an avid Civilization player in cyberspace. But perhaps you could address the following questions:

Money in Civilization doesn’t seem to have a measurable discount rate. In real life, it can be invested (various stocks, bonds, etc) but that function is not available in Civilization. Nor is the game designed as a money making game, so money goals are not built into the process, as they are to varying degrees in a corporation that manufactures a product or provides a service for the public. In Civilization, one can calculate the cash flow in a given project (a Caravan, for instance), but discounting future revenues is not appropriate. Therefore, if net present value is just an arbitrary number with no meaning, what is the point of trying to calculate it?

On the other hand, the concept of “opportunity cost” is very valid in Civilization. Building a Caravan, for example, means one has forsaken the opportunity to build something else. Thus, different builds should be evaluated against one another. I’m not sure, however, that $ (or francs) is the proper measure. The most critical element in Civilization is time. How do you meet all your goals, or objectives, in the amount of time you have? Critical path analysis helps out in this case.

One final thing. In my opinion, rush building a Caravan should only be done in an emergency, such as when you need to use it to help build a wonder. One will rarely recoup the money used in the rush build. For example, if it takes 10 turns for a city to build a Caravan and you pay X amount of gold to get it done in 2 turns, then you have saved 8 turns with X amount of gold. If you want to calculate how much gold you gain by rush-building, you have to do it over just 8 turns (after the Caravan connects with its objective city). Everything after that, you would have gotten without rush building. Of course, you should also consider that the city might build something else in those 8 turns – this is “opportunity.” Despite my profession, I usually follow my gut feeling on this. Don’t most of you use this criteria, the gut feeling?

poppawoppa


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posted January 12, 2001 14:05   Click Here to See the Profile for poppawoppaClick Here to Email poppawoppa Visit poppawoppa's Homepage!
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How do you handle the situation where you build a caravan, look at the trade demand screen to decide whether to assign it your hides, or coal or gold, then send it off to the foreign city which is 25 squares away overland with no roads...then as you get to London or Delhi, you check their trade demands to find that when you assigned your caravan to carry coal to London 25 turns ago, now London only wants Spice, Gems and Silver? It seems this happens to me a lot in my games both OCC and otherwise.

Knowing that the coal going into London will only yield 28 gold and 28 science beakers, I have at times turned the caravan around and headed it back to Rome or Veii to put it to work in a Wonder building project. That may be too shortsighted to me, but in my mind, if I can't get at least 50 gold/beakers upon delivery of a commodity, it is more valuable to use in building a Wonder.

Your comments?

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The man who dies with the most toys...is DEAD.

Hawkman


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posted January 12, 2001 14:41   Click Here to See the Profile for HawkmanClick Here to Email Hawkman Visit Hawkman's Homepage!
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Poppawoppa, I've turned a few back, too, but usually I look for another city that's within a reasonable distance. Also have to consider if the caravan might be destroyed before it reaches another objective. In most cases, the bonus is lost and I might as well just get what I can and build another caravan.
Carolus Rex


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posted January 14, 2001 05:47   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Monsieur La Fayette!

It was not my intention to disregard your effort. On the contrary, I found it very interesting and impressive! Let me quote someone on these forums you know much better than I do.

quote:

Originally posted by La Fayette on 01-12-2001 10:36 AM
I'm pretty sure that you have noticed what I have noticed when reading the archive to this forum: many many posts stressing the importance of this and that, and long term effects and the like.

Yes, I have!

quote:

I feel somewhat on the same line as (I suppose) Scouse Gits (with GL and starting techs), oedo (with statue and unfinished) or Slowthinker (with dips and spies): much has been said and achieved by the 'masters' (I won't name any, since you know them better than I do), but much remains to be tested and researched by those interested. That is one of the numerous reasons why this game is GREAT.

I couldn't agree more!

quote:

That is also why I published this case study: trying to make some people react otherwise than saying "I use home trade and I'm glad with it" or "a settler is better than a caravan".

I agree with you on this too, especially since I am one of those people who post stuff without running experiments first and man do I wish I had in some cases! .

Looking forward to read about your continued tests and the results!

Carolus

Carolus Rex


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posted January 14, 2001 06:05   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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quote:

Originally posted by Hawkman on 01-12-2001 01:46 PM
On the other hand, the concept of “opportunity cost” is very valid in Civilization. Building a Caravan, for example, means one has forsaken the opportunity to build something else. Thus, different builds should be evaluated against one another. I’m not sure, however, that $ (or francs) is the proper measure. The most critical element in Civilization is time. How do you meet all your goals, or objectives, in the amount of time you have?

Definitely agree! The constant trade-offs you face in this game is what makes it fun and difficult. Unfortunatly, that is also why it's so hard to evaluate different (long run) strategies and even (short run) actions and compare them against each other. This is IMHO not an excuse to not even try to, though, as Monsieur La Fayette heroically demonstrates.

quote:

Despite my profession, I usually follow my gut feeling on this. Don’t most of you use this criteria, the gut feeling?

Yes, and with inconclusive results!

Carolus

La Fayette


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posted January 15, 2001 12:04   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Carolus
I never never thought you disregarded my efforts. Your post about NPV is thoughtful and deserves a more specific answer than the one I gave at first. I'll try.

EST
Shall we say that all the authors mentioned in SG's Great Library are great thinkers and great players?
I shouldn't have named anyone, since naming a few means forgetting many (I'm a humble man studying on a cobble-stone street and would be very glad if something I wrote came to be considered valuable enough to be mentioned up there some day).

Poppawoppa
I agree: risks (of wrong or delayed or no delivery) must not be forgotten. Please, let me answer Hawkman first.


Hawkman
Perhaps Carolus explained NPV better than I did.
The basic idea is precisely to introduce time (and side effects and long term effects and opportunity costs) into the picture, using a "rate of discount", which you might consider arbitrary, but which in fact reflects your will (shall I be long sighted or short-sighted?).
In civ2 the unit of time is the turn. Anyone knows that any gold obtained next turn is better than the same amount of gold obtained 20 turns later. Then, if you choose to be short-sighted, you consider that 20 turns later is very far and you give it a low value by choosing a high "rate of discount" (and the reverse).
This leaves us with the main problem: how to deal with opportunity costs, side effects, and so on?
To make it short, I would answer that, in most cases, no one can do it properly but it's worth having a try.
Our problem is decision making. Then, when a decision is to be taken playing civ2, I suppose we all use our intuition (our guts, our rules of thumb,...) but that always implies some kind of wisdom behind it (in fact almost no wisdom at all if I am a newbie playing chieftain for the first time in my life )...
Sorry, time to go, I post again to-morrow.

La Fayette


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posted January 16, 2001 11:34   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Hawkman
Sorry I had to stop in the middle yesterday.
1) No need to have any Market Place or Bank or interest rate in your civ for using the discounted cash-flow. Perhaps it's even better just forgetting them and imagining that the "rate of discount" is a trick that we economists use to show that time indeed has a value (actually, I don't know whether "rate of discount" is the right technical name in english; in french we name it "taux d'actualisation").
Let me take an example:
I build 2 settlers; #1 is finished next turn, #2 is finished 10 turns later. If I'm short-sighted, I give a small value to settler #2 (for example V2= V1/(1+r)power 10, where V1 is the value of settler #1 and r is the "rate of discount"). If r=8%, then V2=0,43V1 .
If I'm long sighted, I choose a lower rate, giving V2 a higher value; if r=2%, then V2=0,82V1.
Those values can be measured in shields if I will. No need for gold or $, or anything like that.
I agree with you: it is arbitrary, but it is far from useless (since it helps greatly giving a value to the time that passes, and that is precious in decision making).
2) Net Present Value (NPV)
(Carolus, tusen takk for navnet paa engelsk; min förste kone var norsk, derfor er jeg saa glad aa kunne bruke et skandinavisk spraak for aa takke deg - og jeg er ikke helt sikker paa den svenske rettskrivningen)
NPV=Discounted Revenue - Discounted cost
The calculation should be quite simple, but defining Revenue and Cost is not so easy, because you always find someone who points out that you have forgotten some side effects, or long term effects or opportunity costs.
3) Opportunity costs
They are so numerous and tricky in civ2 that one would need huge simulation models to handle them all. Then, don't bother: if someone tells you you might have chosen to build a settler or a knight when you start building a caravan, just say "OK, you are right, I build one next turn in another city".
It is generally advisable to handle opportunity costs by defining 2 solutions (I do this , and I do that), then giving them a NPV each, then comparing NPVs.
For example, if I am building a WoW (let us say HG=200 shields) and hesitate between rushbuilding it and rushbuilding caravans then bringing those caravans to my capital, I can forget settlers and knights for a while, as soon as I have decided that I want HG.
I know that rushbuilding the Wow is going to cost me about 800 gold (with 1 shield in the box to start with), and building a caravan stepwise costs 125 gold, then 125(1+r)power n (n being the number of turns travelling between the city and the capital or waiting somewhere if I built it too soon) is the discounted cost.
And I conclude: unless r or n is very very high, it is generally advisable to build a wonder with caravans rather than buying it (except of course when I start thinking about that wonder when reading the well-known message about "the Romans...", and also except when I notice that I can get so rich when sending those caravans to a fat foreign city ... but that brings us back to the start).

3) Side effects and long term effects
I wished to write a quite short and simple post when I started this thread. That's why I didn't mention them. I thank you all for posting about them (risks, building ships for foreign trade, citizenry, and so on) and I stick to one short answer "the true value is never true, but, in many cases, it may help taking right decisions without daylong calculations".

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East Street Trader


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posted January 16, 2001 12:22   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Sir

Your English is awesomely good. And now you casually start using Swedish?

Is it a gift which you have or do the teachers of Albi specialise in foreign languages?

By the by, "rate of discount" seems fine to me but I am doubtful about "power n". "Power 2" in this sort of context usually means "multiplied by itself, "power 3" multiplied by itself twice etc. That doesn't seem right in the context of your posts. Do you mean something like "discounted to allow for". If so I expect there is another symbol for that. Unless I am dmonstrating exactly how shallow my grip on maths/economics is, of course.

Hawkman


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posted January 16, 2001 16:33   Click Here to See the Profile for HawkmanClick Here to Email Hawkman Visit Hawkman's Homepage!
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La Fayette, I still don't see that NPV has a place in Civ II in the traditional way that we use it, because the game does not have the investment alternative built into it, nor is inflation very obvious. However, I think I am closer to using an accountant's view while you are closer to using an economist's view towards this. In other words, your view is broader and therefore it could be fitted to the game in some manner. But (there is always a "but"), to play the game and track the various values of caravans would require a second computer, something I've often thought about and seldom tried to implement. I prefer to follow my instincts and if I'm not exactly right then I just build more caravans.

My instinct tells me the short-term value of a trade route early in the game is relatively small, so I don't try to establish lots of them. Each city I view as a manufacturing unit, producing goods and also having a need to build up its productive capacity. Production therefore has to be balanced between these two conflicting priorities (for each city). One thing I do fairly early in the game is start City A to building the Colossus, while other cities produce three caravans which are sent to City A where ownership is transferred (to City A) and the caravans are then sent overseas to establish trade routes for City A. With the Colossus and three trade routes, this city is on its way to becoming an economic powerhouse. Add two more wonders (Cop's Observatory and that College that comes later) and the city is a powerful research center. Meanwhile the other cities may not have many trade routes until about the time that factories become available.

You can say that I would have more cash if more trade routes were established early, and that is true. But I need relatively little cash until I have to build factories, while my need for military units and city improvements is much higher. Would more cash help me to build more of these things? In the short run, yes, but in the long run I would never have enough cash if I pursued that strategy.

Wouldn't it be nice if we could capture caravans? That would be the ultimate solution.

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