Mathematical analysis of the early game

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asdf994
Posts: 3
Joined: Sun Feb 09, 2014 11:53 pm

Mathematical analysis of the early game

Post by asdf994 »

Has anyone done an analysis of the early game (definition of "early" is open to debate; I suggest the period up to the first contact w/another player) production choices?

I'm aware of:
http://www.adk24.ucam.org/civ2.html but the criticism at http://forums.civfanatics.com/showthread.php?t=92047 is valid.
https://civilization.wikia.com/wiki/Mat ... lization_V

What I'm really looking for is an analysis of the first 10 or so turns, where the basic choice is offensive military unit/defensive military unit/settler (unless I'm missing something - does anyone promote city (or wonder?????) improvement in the beginning?). Game theory- or probability-based analysis preferred.

Thanks!
Dentrassi BBQ
Posts: 6
Joined: Mon Feb 18, 2013 6:52 pm

Re: Mathematical analysis of the early game

Post by Dentrassi BBQ »

* I'm not sure how you would measure outcomes for a mathematical analysis.

* Almost by definition, there won't be combat in this early stage - so choosing whether to build offensive or defensive units is irrelevant. Settlers are needed, but you can't produce them until cities grow to size two.

* Besides, the only military unit you can build in the default ruleset is the Warrior. It's not particularly offensive, defensive, nor fast-moving.

* Until Settlers can be built, may as well explore and decide where to found those cities. Warriors [or whatever's cheap] are needed for this - i generally have one per city.

* City improvement isn't yet practical, either. In the default ruleset there's literally nothing to build but Barracks and it usually doesn't matter whether those early Warriors are trained or not.

* After i have my Warriors out i build Coinage until i can produce a Settler.
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