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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:18
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Hi everyone:
As everybody knows, the exploit of clearing and planting forests to get extra shields was erased from the game as it was used to accelerate production.
Was this really an exploit?
The problem, IMHO, wasn't the exploit of extra production given by forests, but an inefficiency in the numbers.
I'll explain.
Let's assume that forests give extra production every time they are cleared.
A player who clears a forest and then he re-plants it, obtains the following production.
Pa = sf * Tc + sp * Tp + k
Where
sf = shields produced by a forest in a turn.
Tc = turns of clearing.
sp = shields produced by a plain / grassland, in a turn.
Tp = turns of planting.
k = extra shields given from clearing.
Using the numbers in the game, we can get (assuming we are on plains)
Pa = 2 * 3 + 1 * 3 + 10 = 19
Whereas, a player who doesn't clear the forest obtains the following production in the same number of turns.
Pb = sf * ( Tc + Tp)
Pb = 2 * (3+3) = 12
Pa > Pb
So, clearing and planting is better than let forest produce by its own, there is an inefficiency and exploiting the trick is the best strategy.
Now, What we want to get?, we want to prevent this from happening, we have 2 alternatives.
Let extra production happens only once ---> What we have in the game currently.
Change the numbers ---> My idea.
Under my idea we need:
Pa < Pb , subject to k > sf * Tc
This means:
sf * Tc + sp * Tp + k < sf * ( Tc + Tp )
After operating, we have:
k < (sf - sp) * Tp
Assuming that:
sf = 2,
sp = 1
sf - sp = 1
So
k < Tp
Finally
Tp > k > sf * Tc
Assuming:
sf = 2
Tc = 3
k must be more than 6. k is currently 10, this is a good number.
Consequently Tp must be more than 10, 11 can be an option.
Finally:
The number of turns for planting should be 11 or higher to allow extra production more than only once when clearing forest and prevent the exploit.
What do you think?.
Last edited by Kramsib on 28-11-2004 at 05:41
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Dominae
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I like the current system. If you can repeatedly get Shields out of every tile via Plant/Chop Forest, you end up with a game with a lot more micromanagement. Although it takes a lot of Workers to generate just 10 Shields, that's 10 free Shields per turn once your Workers have nothing better to do. Although those free Shields are nice, giving the same order to 30+ Workers every turn is not something even hardcore micromanagers truly enjoy.
From a realism perspective, I also prefer the current system. Only within the last half-century has the foresting/deforesting industry really taken form, and even then it's not like we're mostly chopping the trees we planted 20 years ago. Rather, the demands of industry, consumers and "progress" are requiring that we chop down more and more of the earth's virgin forests, a fact which is nicely modeled in the current "chop once only" system.
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Modo44
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in western Poland
Jul 2004 time: 06:18
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quote: Originally posted by Dominae
From a realism perspective, I also prefer the current system. Only within the last half-century has the foresting/deforesting industry really taken form, and even then it's not like we're mostly chopping the trees we planted 20 years ago. Rather, the demands of industry, consumers and "progress" are requiring that we chop down more and more of the earth's virgin forests, a fact which is nicely modeled in the current "chop once only" system. |
Atually, this is slowly getting reversed. With people recognizing the value of forests, some countries do try to plant more than they cut down, and companies buing wood switch to more ecological providers. I know for a fact, that Poland is doing this for some time now, increasing both the quality and quantity of it's forests.
So the "chop once only" is ok, but only up to a certain point in the modern times. I'd guess it's often the point where you get enough spare Workers to keep replanting...
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