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BigFree

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Acampo, CA
Oct 1999 time: 21:29
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I ran two Sims, using the one set up by Trip. The one probelm his has is that we don't have any gold in the treasury to start and we never get barb camps to appear. But that is not a big deal since I'm only comparing and contrasting if we go with the Temp City or Not. So research is done while never running in the 'red'; whereas if we had a few (4-5) camps to collect from that gold would be turned into beaker's, we'd run at -? gpt in order to speed reaserach if we came across extra gold from barbs.
If we don't, then workers actions are different.
Here's the F11 screens for both runs through the SIM at 510 BC, about the time we expect to dicover The Republic.
In the one without Temp City we are farther ahead in research by long ways than the one with. The accumulation of commerce went faster in the one without the Temp City.
Also you can see that in the one without Temp City the potential for growth is higher due to smaller city populations. And since both have the same shield output at 510 BC, the One that will grow more will produce more after 510 BC.
I invite others to run the SIM that Trip made to see what you can do for Apolyton. It's fun. You just have to make a small report like this. I did do a couple of things differntly from each one, but not anything that would skew the numbers. I built a Temple in Mingapulco to se how it's border expansion would look since there was no Temp City to fill in ther. I also built a Harbor in Incensity. I think we should get CFC to build one as well so we can trade Luxes. This will help our cities at size 6.
I will run some more, but please, will some of you also run some tests? Thanks. 
Here are the save files at 510 BC for both:
With Temp City
WithOUT Temp City
BTW, 510 BC is turn 103.


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Dominae
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quote: Originally posted by BigFree
I have run Sims to prove this point.
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Could you perhaps give an explanation as to why this is the case? For people like me who do not run these sims, it is difficult to take the conclusions without a grain of salt. It's not that I do not trust your judgement, but saying "I ran some tests" does not convince me.
Especially in this case: 8-turn difference in research times rings bells for me that there's something wrong with the simulation.
Some specific comments/question:
1. How do the research rates compare when you put the sliders to the same settings (currently one is at 6/4/0, the other at 3/7/0)? Did you remain faithful in keeping this the same across both simulations?
2. Why is Big Bend in different locations between the "With" and "Without" simulations?
3. Did you follow the exact same build queues in both simulations? What about Worker actions?
4. What is the difference between Workers in the simulations? What about other units? Improvements?
5. It looks to me like there are more cleared and improved tiles in the "With" simulation (consider NW of Big Bend). That's an investment which is not accounted for in your report.
6. The temp city produces Workers, which reduces the pop burden on other cities and helps in clearing tiles. Again, this is not accounted for in your report.
7. Clearing and improving one Jungle tile takes 1+12+2+2 = 17 Worker-turns for 1 Worker. This is obviously reduced if more Workers help out, but then you start wasting Worker-turns for each Worker which could better be used somewhere else.
8. General comment about Jungle-clearing: stacking 4 Workers to clear one tile (such as the tile directly NE of Big Bend) is wasteful. I mentioned this just before E_T became MoI. Each city needs non-Jungle tiles to work on, that's for sure. But wasting Worker-turns to clear tiles faster because we're prioritizing Temples(?!) is not the same thing. If the Jungle cities get too big, just pop out a Worker now and then. We'll get the best results if we clear the Jungle in a long, slow, but efficient manner.
Anyway, BigFree, I hope you do not feel like I'm downplaying your effort with this sim. I hope you can understand why I'm a bit reticent to accept its conclusions. I would appreciate it if you could shed some light on what you've found.
Dominae
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