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Hobby Forum Index » Games - Board » Settlers of Catan economic theory...
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Posted: Sat Jun 28, 2008 7:17 am |
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Quote: "Everyone else thinks I'm an idiot! What can be wrong with them?"
I think you should consider a simpler hypothesis here.
When you eliminate all logical possibilities what's left no matter how
illogical must be the anser.
Quote: The value of the resources is such: Ore > Wheat > Brick > Wood
Wool. If you guys can't accept it then you are short changing
yourselves as players. You could easily increase your winning ration
twofold by accepting this and keeping it in mind during setups.
Proof by blatant assertion detected.
Proof by blatant assertion backed by sound logic. |
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Posted: Sat Jun 28, 2008 9:32 am |
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Quote: Nope, the girders gain value because they are used to build the bridge
which gives you other advantages, just like the materials needed to build
to and access a port gain value because of the value of a port.
Yeah, it is apples and oranges my friend because what increases the
value of the steel used to make the girder? That's right supply and
demand. Way to prove me right again. The fact that the steal is
going to be used to make a girder gives it no additional value.
However, a strike a the steel mill does.
Quote: If you understood, you would get why the resources NEEDED TO GAIN AN
ADVANTAGE gain value independent from any value imparted BY THAT ADVANTAGE.
Noticed how you said GAIN. It means that it's variable and thus
wasn't used. Once again proving me right.
Quote: The issue you keep neglecting is that there is value beyond the possible 2
VPs, and that that value is known to be positive.
I've acknowledge it. I've even said it's not enough to change
anything.
Quote: Yes, a strategy based getting 4 of 5 VPs in the development card deck is
stupid.
Not 4/5, it's 6/7: Remember that the deck also contains the Largest Army
points.
I've already pointed that out a long time ago. Try to keep up, chief.
Quote: While a port you do not produce for has _LESS_ value than one for which
you do produce for, that value is still positive.
The value is neither positive or negative. It's simply 0.
Quote: Ah, the classic Galileo gambit:
If the shoe fits.
Quote: Now, to attack your comparison to Copernicus as a defense: Like you, he
too made a critical error based on a false assumption.
It's more like I'm right like he was, and I'm unlike him in that i've
made no critical errors. |
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| Rick Pikul... |
Posted: Sat Jun 28, 2008 2:03 pm |
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On Sat, 28 Jun 2008 10:10:43 -0700, devil_in_the_pale_moon_light wrote:
Quote: On Jun 28, 3:28Â am, "Rick Pikul" <rwpi... at (no spam) sympatico.ca> wrote:
On Fri, 27 Jun 2008 18:23:10 -0700, devil_in_the_pale_moon_light wrote:
But that's not what everybody else is talking about, and it's really
To give a real world example: Â Being able to cross rivers without having
to wait for a ferry helps trade pretty much across the board, this
improvement in trade is what gives bridges, (and thus what you need to
build bridges), value, not that a bridge can specifically help you ship
steel girders.
Apples and Oranges.
Nope, the girders gain value because they are used to build the bridge
which gives you other advantages, just like the materials needed to build
to and access a port gain value because of the value of a port.
Quote: You claim that, yet you keep making arguments that show that you do not
understand.
False.
If you understood, you would get why the resources NEEDED TO GAIN AN
ADVANTAGE gain value independent from any value imparted BY THAT ADVANTAGE.
Quote: In which case you need to work based on an average value for things
who's value varies, not an extreme value that they never have. Â We know
that Roads and Ports both have positive values: Â The former due
primarily to their being needed to build new settlements, (and to be
frank, you are going to need to build at least one, assuming that you
are going to get all but one of the points in the development deck is
downright stupid, and if you're roadbuilding you may as well boost your
resources along the way), but also due to the VPs that can be directly
accrued by roadbuilding. Â The latter because being able to trade 2:1 is
an advantage _even if you do not produce that resource at all_.
Roads are a means to an end. Yes, you will have to build at least 4 to
even have a shot at winning. Klaus was kind enough to assign them a
value, and I will continue to stick with his reckoning.
The issue you keep neglecting is that there is value beyond the possible 2
VPs, and that that value is known to be positive.
Quote: Yes, a strategy based getting 4 of 5 VPs in the development card deck is
stupid.
Not 4/5, it's 6/7: Remember that the deck also contains the Largest Army
points.
Quote: But it's something that you CAN do that will for sure win you the game.
You can trade without a port. If a port was the only place you could
trade it would have a lot more weight. And a 2:1 port where you don't
produce the resources is worthless until you can produce that resource.
I wouldn't say that's very much of an advantage.
While a port you do not produce for has _LESS_ value than one for which
you do produce for, that value is still positive. Consider how a port
lets you make the following pair of trades: Trade a Wheat to another
player for two Wool, trade two Wool for an Ore.
Quote: When everyone else tells you that you have made a particular error, it
is far more likely that you have erred then that you are the lone
visionary.
Well people thought the same thing of Copernicus, but who was eventually
proved correct?
Ah, the classic Galileo gambit:
"The laughed at Galileo, they Laughed at Columbus, they laughed at the
Wright Brothers...."
Well, they also laughed at Bozo the Clown.
Now, to attack your comparison to Copernicus as a defense: Like you, he
too made a critical error based on a false assumption.
--
Phoenix |
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Posted: Sun Jun 29, 2008 10:02 am |
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Quote: You are confusing price with utility. Increasing utility increases value.
When girders are worth more than the steel that makes them up maybe
you'll be right.
Ports have nothing to do with the value of an individual resource.
Unless, you have a 2:1 on resource that you are cranking out they
don't mean a damn thing. This is utilization of strategy. It doesn't
not prove one resource is better than another. |
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Posted: Sun Jun 29, 2008 11:09 am |
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Quote: *EVERY PORT* regardless of type is valuable. It doesn't matter which
kind of port you have, you're better off with *ANY* port than without
it.
I agree except for a 2:1 where you currently don't produce the
resource that grants you the better exchange rate.
Quote: Whatever this value is, every resource in the game *except* ore
directly helps you get that value (since you need roads and
settlements to build to a port),
False. Ore can help you get to a port via Road Building Development
Card.
Quote: thus, if you *COMPLETELY* ignore the
value of ports, you have over-estimated the value of ore by some
amount, however small it may be.
Completely ignoring them was the right thing to do. You can place on
a port. More over you could never get to one in a game. Too many
variables to put them in the ranking.
Quote: That over-estimation may or may not change your rankings, but until
you at least attempt to quantify it, you'll never know.
Quantifying it as zero is just lazy.
Not putting them in this ranking was the right move. Supply and
Demand are the only factors that objectively matter. |
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Posted: Sun Jun 29, 2008 11:15 am |
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Quote: Girders are worth more than the steel that makes them up.
Manufactured goods are worth more than their components, otherwise
there wouldn't be any profit in manufacturing them. And girders are
manufactured goods.
That's true. Manufactured goods are worth more than the sum of their
parts. But a girder used to make a Golden Gate has no more value than
a girder used to make an equally sized bridge anyone where else
excluding the "numismatic" value of course.
Quote: And that pretty much summarises this thread.
It would summarise the thread if the point was a Road/Settlement/City/
Development Card was worth more than a resource. I can agree to that. |
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| Rick Pikul... |
Posted: Sun Jun 29, 2008 11:34 am |
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On Sat, 28 Jun 2008 12:32:30 -0700, devil_in_the_pale_moon_light wrote:
Quote: Nope, the girders gain value because they are used to build the bridge
which gives you other advantages, just like the materials needed to build
to and access a port gain value because of the value of a port.
Yeah, it is apples and oranges my friend because what increases the
value of the steel used to make the girder? That's right supply and
demand. Way to prove me right again. The fact that the steal is
going to be used to make a girder gives it no additional value.
However, a strike a the steel mill does.
You are confusing price with utility. Increasing utility increases value.
Quote: If you understood, you would get why the resources NEEDED TO GAIN AN
ADVANTAGE gain value independent from any value imparted BY THAT ADVANTAGE.
Noticed how you said GAIN. It means that it's variable and thus
wasn't used. Once again proving me right.
Notice how you have just failed at English comprehension. If that proved
you right, it would also prove that by your awn arguments you can't say
anything about the value of _any_ resource:
Building a Settlement is GAINING an advantage.
Upgrading to a City is GAINING an advantage.
Buying a development card is GAINING an advantage.
Quote: The issue you keep neglecting is that there is value beyond the
possible 2 VPs, and that that value is known to be positive.
I've acknowledge it. I've even said it's not enough to change anything.
You have _asserted_ this but you have not _shown_ it.
Quote: Â Yes, a strategy based getting 4 of 5 VPs in the development card
 deck is stupid.
Not 4/5, it's 6/7: Â Remember that the deck also contains the Largest
Army points.
I've already pointed that out a long time ago. Try to keep up, chief.
Don't make claims like this while quoting the very error of yours being
corrected.
Quote: While a port you do not produce for has _LESS_ value than one for which
you do produce for, that value is still positive.
The value is neither positive or negative. It's simply 0.
Try reading the rest of the paragraph:
Consider how a port lets you make the following pair of trades: Trade a
Wheat to another player for two Wool, trade two Wool for an Ore.
Ports let you do things you otherwise could not. If you need to deal with
other players as well to do them, then the advantage of having that
ability is not as great but it still exists.
Quote: Ah, the classic Galileo gambit:
If the shoe fits.
Here's a hint for you: Pulling that gambit is worth 40 points on the
Crackpot Index, there is a reason for this.
Here's another hint: The great minds who are often cited when pulling
that gambit were almost never a lone voice in the wilderness. Copernicus
was lauded for providing simplified calculations, (and that's all he was
after); Galileo was hardly on his own, he just managed to tick off the
Pope when he published; everyone agreed with Columbus that the Earth was
round, they just kept telling him he was way wrong about the size, (which
he was); the Wright Brothers were part of a world-wide race for powered
heavier-than-air flight, and only won because a guy in Austria was shipped
the wrong engine.
Right now, you are the lone voice.
Quote: Now, to attack your comparison to Copernicus as a defense: Â Like you,
he too made a critical error based on a false assumption.
It's more like I'm right like he was, and I'm unlike him in that i've
made no critical errors.
Except for failing to show that you can neglect the considerations you
have chosen to ignore.
Copernicus at least had the excuse of everyone agreeing that orbits and
epicycles had to be circular, he didn't have a bunch of people taking the
role of a post-Tycho Kepler.
--
Phoenix |
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Posted: Sun Jun 29, 2008 12:26 pm |
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Yes, fine, a reversal a girder is worth more than the steel that makes
it. It's still apples and oranges. |
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Posted: Sun Jun 29, 2008 12:32 pm |
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Quote: You are still better off with the port than without it. Even if you
don't produce the good yourself, you could end up with it (through
trade, robber theft, Year of Plenty, whatever).
You'll end up with a 4:1 a lot more often. Should a 4:1 trade be in
the ranking?
Quote: Besides, whether you produce it or not should not be taken into
consideration. That's a "variable". On average, across all possible
game set-ups, it is better for the spot you build on to be a port than
not be a port.
Sure. Absolutely. Again you are speaking the value of a corner NOT a
resource.
Quote: Are you saying that, given the option, you would *turn down* an offer
to freely convert a spot into a port? Really?
No. I was never saying that. I was saying that building on a port
doesn't bear any weight on an over all ranking of the resources that
is devoid of variables.
Quote: You don't have access to a port until you build a settlement there.
True. You can place an initial Settlement there. That Settlement
required 0 Brick and 0 Wood.
Quote: Initial placement is not at issue. The issue is what you can buy with
resources. You can buy a port with resources. Ports have values,
therefore the resources needed to buy a port have value.
Sure they have value. But not as much value as resources ranked
higher above them.
Quote: The average value of a port is not a variable.
An average is found through summing and dividing variables.
Quote: It is also not zero.
It is on a 2:1 where you don't produce the resource.
Quote: And it certainly isn't negative!
I agree it's never negative. |
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Posted: Sun Jun 29, 2008 12:34 pm |
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Quote: No one is claiming the order is different, just that your analysis is flawed
and you can't use it to conclude that on average the value of resources
is what you have claimed.
It isn't flawed, and I will continue to use the value of the resources
as I've ranked them. My game wins have increased dramatically since
following this ranking. |
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Posted: Sun Jun 29, 2008 3:08 pm |
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Quote: Do you need to spend resources in order to buy the 4:1 trade ability?
If not, then it is irrelevant to a discussion about the value of
resources (since the value of a resource is based on what you can buy
with it).
No you don't need to buy anything to get this ability. But you can't
buy a port. It's something that you optionally choose to start on or
build towards. Yes, it has positive value in some abstract sense.
I've never argued that it doesn't. My position is that it's
inherently worth 0 VPs. Moreover, it can't ever be worth more than 0
VPs. When you start saying "Well, I can use it to trade to get more
VPs!". And although this is 100% true it is in fact strategy.
Strategies were intentionally left out because not all of them in the
majority of situations not to mention they are subjective in nature.
Quote: No, I'm talking about the value of a *PORT*. Sure, a port is
necessarily located at some corner, but so is a settlement. But a
settlement has inherent value regardless of which corner it is on, and
so does a port.
Sure a port has some abstract value not measurable with VPs. A
Settlement has at least a constant value of 1 VP. I'm sure we can all
agree that not every Settlement has the same abstract value.
Quote: Then, since you would *NEVER* turn it down, it must have some positive
value to you. Otherwise, you would either always turn it down
(because it has a negative value) or randomly turn it down (because it
has a zero value).
Again, yes it has some non-measureable abstract value.
Quote: Assigning it a value of zero is therefore wrong.
Assigning it an object value of zero is absolutely the right thing to
do. Especially since all resources can be used equally at a 3:1 and
in the old printing all the resources have their own 2:1. So making
all things equal they all have access to any one of these ports. It's
a wash. Maybe in the new version Wood and Wool may gain an advantage.
Quote: Initial placement is not at issue. The issue is what you can buy with
resources. You can buy a port with resources. Ports have values,
therefore the resources needed to buy a port have value.
You can not buy a port. On the building card there isn't a port
structure. Effective and Actual costs are two different things though
they have the appearance of being the same. Port access is too
unpredictible for any object analysis of the resources.
Quote: How do you know if you don't assign ports an actual, reasonable value
and work out the effect on the value of the resources? You just gave
ports a zero value (which is obviously wrong) and left it at that.
This will artificially inflate the value of ore.
I ranked everything with the value of VPs. You can own every port in
the game and it's worth 0 VPs. If we could define the abstract value
of a port and translate it into VPs I'd be happy to include it. Until
then an objective, constant, or even average value is impossible to
determine.
Quote: As people have repeatedly said, it's very likely that your ranking is
mostly correct,
It is correct.
Quote: Saying you know for sure without doing the work is either dishonest or
lazy (or both).
I already did the work when determining the criteria on what should
and shouldn't be a factor. Why do you think numbers had to be
eliminated? Because someone would say "A Wool on a 6 is better than
an Ore on 2".
Quote: Nonsense. As has been pointed out, it is trivial to come up scenarios
in which a 2:1 port would be useful even if you yourself don't produce
the resource. For example, suppose you have a 2:1 ore port, but do
not produce ore. You're desperately trying to build a road and
settlement (because you know you'll get beaten to the spot if you
don't build now), but you are missing two bricks. Joe has two bricks
that he'll give you for a sheep, but you only have one, and you need
it for your settlement. Kim has two ore, and she really really wants
your extra wheat (you have two). You trade your extra wheat for her
two ore, use your port to turn the two ore into a sheep, and then
trade that sheep to Joe for his two bricks. (Meanwhile, pissing off
Lou, who was planning on building to the same spot!)
It's not a very likely scenario, but the probability of it occurring
is *NOT* zero, as much as you seem to want it to be.
That's a very bad strawman
Quote: Regardless, even if the value of some ports in some situations were in
fact truly provably zero without doubt, it is not true that *ALL*
ports must therefore have zero value.
I never said that. I said ports have value based on game state. |
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| Nathan Sanders... |
Posted: Sun Jun 29, 2008 3:22 pm |
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In article
<8c513433-f980-44ad-8568-a3f136ab654c at (no spam) y21g2000hsf.googlegroups.com>,
devil_in_the_pale_moon_light at (no spam) yahoo.com wrote:
Quote: You are confusing price with utility. Increasing utility increases value.
When girders are worth more than the steel that makes them up maybe
you'll be right.
Ports have nothing to do with the value of an individual resource.
Unless, you have a 2:1 on resource that you are cranking out they
don't mean a damn thing. This is utilization of strategy. It doesn't
not prove one resource is better than another.
How do you still not understand what everyone is saying?
*EVERY PORT* regardless of type is valuable. It doesn't matter which
kind of port you have, you're better off with *ANY* port than without
it.
Whatever this value is, every resource in the game *except* ore
directly helps you get that value (since you need roads and
settlements to build to a port), thus, if you *COMPLETELY* ignore the
value of ports, you have over-estimated the value of ore by some
amount, however small it may be.
That over-estimation may or may not change your rankings, but until
you at least attempt to quantify it, you'll never know.
Quantifying it as zero is just lazy.
Nathan
--
Nathan Sanders
Linguistics Program
Williams College
http://wso.williams.edu/~nsanders/ |
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| Christopher Dearlove... |
Posted: Sun Jun 29, 2008 3:34 pm |
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Guest
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In message
<8c513433-f980-44ad-8568-a3f136ab654c at (no spam) y21g2000hsf.googlegroups.com>,
devil_in_the_pale_moon_light at (no spam) yahoo.com writes
Quote: When girders are worth more than the steel that makes them up maybe
you'll be right.
Girders are worth more than the steel that makes them up.
Manufactured goods are worth more than their components, otherwise
there wouldn't be any profit in manufacturing them. And girders are
manufactured goods.
And that pretty much summarises this thread.
--
Christopher Dearlove |
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| Christopher Dearlove... |
Posted: Sun Jun 29, 2008 4:49 pm |
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In message
<fdcc1956-aaee-4854-ba09-59b257d766ea at (no spam) f63g2000hsf.googlegroups.com>,
devil_in_the_pale_moon_light at (no spam) yahoo.com writes
Quote: Girders are worth more than the steel that makes them up.
Manufactured goods are worth more than their components, otherwise
there wouldn't be any profit in manufacturing them. And girders are
manufactured goods.
That's true. Manufactured goods are worth more than the sum of their
parts. But a girder used to make a Golden Gate has no more value than
a girder used to make an equally sized bridge anyone where else
excluding the "numismatic" value of course.
Note the way you've snipped your original comment:
Quote: When girders are worth more than the steel that makes them up maybe
you'll be right.
That is, having made an erroneous comment, when this is pointed out, you
switch to another, which has no relevance to anything. If the game is
constructing a logical argument, you lose again.
I think I'll stop playing now.
--
Christopher Dearlove |
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| Nathan Sanders... |
Posted: Sun Jun 29, 2008 5:15 pm |
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In article
<3534d626-ae33-4121-9906-413bf9e438a1 at (no spam) r66g2000hsg.googlegroups.com>,
devil_in_the_pale_moon_light at (no spam) yahoo.com wrote:
Quote: *EVERY PORT* regardless of type is valuable. It doesn't matter which
kind of port you have, you're better off with *ANY* port than without
it.
I agree except for a 2:1 where you currently don't produce the
resource that grants you the better exchange rate.
You are still better off with the port than without it. Even if you
don't produce the good yourself, you could end up with it (through
trade, robber theft, Year of Plenty, whatever).
Besides, whether you produce it or not should not be taken into
consideration. That's a "variable". On average, across all possible
game set-ups, it is better for the spot you build on to be a port than
not be a port.
Are you saying that, given the option, you would *turn down* an offer
to freely convert a spot into a port? Really?
Quote: Whatever this value is, every resource in the game *except* ore
directly helps you get that value (since you need roads and
settlements to build to a port),
False. Ore can help you get to a port via Road Building Development
Card.
You don't have access to a port until you build a settlement there.
Quote: thus, if you *COMPLETELY* ignore the
value of ports, you have over-estimated the value of ore by some
amount, however small it may be.
Completely ignoring them was the right thing to do. You can place on
a port.
Initial placement is not at issue. The issue is what you can buy with
resources. You can buy a port with resources. Ports have values,
therefore the resources needed to buy a port have value.
Quote: More over you could never get to one in a game. Too many
variables to put them in the ranking.
The average value of a port is not a variable.
It is also not zero.
And it certainly isn't negative!
Nathan
--
Nathan Sanders
Linguistics Program
Williams College
http://wso.williams.edu/~nsanders/ |
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