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Posted: Wed Jun 11, 2008 4:14 pm
Guest
The Economics of Settlers of Catan

By Jake Williams



Before we can discuss this further there are some things that have to
be assumed. Any resource mentioned is assumed to be on an ideal
number. Obviously, bad numbers on a certain hex will depreciate its
value, but for the purposes of good analysis we have to use optimal
conditions. This also discounts any particular strategy that is
dependent on board set up (i.e. building to a port when you have red
numbers to a resource that the port trades favorably for). The main
two factors that go into this commentary are supply (the number of hex
tiles available) and demand (the amount of a resource needed to build
a structure).

This is my ranking of the resources in order of best to worse:

1. Ore
2. Wheat
3. Brick
4. Wood
5. Wool

Ore

A lot of people initially disagree with me when I tell them that Ore
is the most important resource in the game. The majority of these
players tend to be new or have never looked closer at the board. Ore
only has 3 hexes. Automatically this takes away the amount of
possible places to produce Ore. In layman’s terms the supply is low.
People that disagree with this quickly counter with “Well, Brick only
has 3 hexes as well, and you need it more in the start of the game.”
This is flawed. First of all, if you buy into this logic you are
missing the other part of the logic that makes Ore more valuable than
Brick, demand. Every structure that requires Brick only requires 1
resource card. The amount of structures that require either resource
is the same (2) so that’s a wash. But look at the Ore required to
build its structures. A City requires 3 Ore cards, and a Development
Card requires 1. Cities require 3 times as much Ore as a Settlement
requires Brick. This is a huge demand.
Let’s look at the strategic value of Ore over Brick, and the argument
that Brick is better at the start of the game. A City increases you
production on your resource tiles. Card advantage (having more cards
in your hand than anyone else) is the key to winning. Also, City is
worth more points than a Settlement, and you don’t have to build a
road to build a City (it is worth noting that by saying this I must
concede that the effect cost of a Settlement now becomes 3 Wood, 3
Brick, 1 Wheat, and 1 Wool).
A beginning game value of Brick over Ore is skewed and will cause you
to lose games if you aren’t careful. At the end of the day you cannot
possibly win a game with only the structures Brick can produce. You
will cap out at 7 points (5 Settlements and Longest Road). However,
you can win with only structures that can be built with Ore (2 Cities,
Largest Army, and VPs via Development Cards).

Wheat

It was tough decision ranking Wheat over Brick. Brick certainly has
the supply factor over Wheat. One of the things that made me rank it
above the other is usefulness. 3 out of the 4 structures require at
least 1 Wheat, and of these 3 structures all over them are capable of
producing VPs that aren’t transient. This segways to the demand
section. Cities, which are the game ending structures, require twice
the amount of Wheat that Brick needs to build a Settlement. It could
be argued that the effect cost of a City versus a Settlement slightly
favors Brick because while 3 of each resource card is needed for
either, there are only 3 Brick hexes. I’m not sure if the usefulness
of Wheat quite out weighs that fact, but again this was a hard
ranking. But at the end of the day, you can win the game with the
structures that Wheat can build whereas you’ll always cap out at 7 VPs
with ones that require Brick.

Brick

I think we’ve examined Brick enough by now to know its importance and
why it ranks third. Brick places higher over Wood simply because
there are less hex tiles producing Brick over Wood. Both resources
are needed for all the structures they can build. All other things
being equal, Brick wins over Wood!

Wood

Wood ranks near the bottom, but don’t let that take away from its
role in the game. It’s need in half of the structures, and you’ll go
no where fast if you don’t have it.

Wool

Wool took a back seat to Wood simply because of effective costs. All
structures Wool can build effectively cost 1 Wool. Settlements
effectively cost you 3 Wood, but a Road is only 1 Wood. Supply is
both equal for the two resources. Note that you can win the game
solely on structures Wool can build (This is highly improbable though,
but you could get both Road Building cards and get Longest Road with 5
links. So your score would look like: 2 Settlements, Longest Road,
Largest Army, and 4 VPs in Development Cards). I had to remove that
scenario from my ranking because of its improbability.
...
Posted: Fri Jun 13, 2008 2:10 pm
Guest
The joy of playing Settlers of Catan is that the resources do NOT have
fixed values. It is overly simplistic to say that ore is more valuable
than any other resource. The resources values are determined based
upon: what cards you hold, what cards others hold, how much production
of the resource can be expected, how concentrated that production will
be, what options you have for building. I have repeatedly made the
correct decision to trade 4 ore to the bank for a sheep.

The trading in the game is only possible because players put different
values upon the resources (Note: I assume that you will only make a
trade if it will either improve your position or hurt your opponents).
So no trades would ever happen unless both players believe that they
both are benefiting.

The enjoyment I find in the game comes from analysing what trades are
possible for me to make and improve my position. This means I need to
identify how others value resources differently from me.
...
Posted: Fri Jun 13, 2008 4:24 pm
Guest
To do the base rankings they had to be devoid of variables. Let me
make it clear that all resources are necessary to win. This is meant
be a guide, not set in stone rules. But you'll find these rankings to
be pretty accurate as you play the game. It's critical to keep this
rankings in mind when setting up.
David Damerell...
Posted: Mon Jun 16, 2008 5:20 am
Guest
Quoting <davidnich at (no spam) gmail.com>:
Quote:
The joy of playing Settlers of Catan is that the resources do NOT have
fixed values. It is overly simplistic to say that ore is more valuable
than any other resource.

I think you've completely missed the point. Of course the value of a
resource can be situational - you know that, I know that, the author of
the original article knows that. That doesn't mean that some resources
don't have, on average, higher utility.

That said, I disagree with the analysis. Mud and wood lets you go on an
early landgrab - that gets you to the ports, and that's what's wrong with
the analysis that regards port availability as independent of resources
chosen.

Also, it's easier to get to rock, sheep, and grain with mud and wood than
vice versa. Rock and grain can upgrade settlements to cities about as
easily as mud and wood can build extra settlements; but the latter player
then gets a mix of resources, and doesn't have to trade so much. That's
worth more than twice as much rock and grain.

I have had success with two cities and development cards; but it's a
marginal strategy. I do it if I get squeezed in the initial placements,
and especially if everyone else has the same resources - obviously rock
and grain then command a high price.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Oil is for sissies
Today is Second Chedday, June - a weekend.
mcv...
Posted: Mon Jun 16, 2008 11:52 am
Guest
David Damerell <damerell at (no spam) chiark.greenend.org.uk> wrote:
Quote:
Quoting <davidnich at (no spam) gmail.com>:
The joy of playing Settlers of Catan is that the resources do NOT have
fixed values. It is overly simplistic to say that ore is more valuable
than any other resource.

I think you've completely missed the point. Of course the value of a
resource can be situational - you know that, I know that, the author of
the original article knows that. That doesn't mean that some resources
don't have, on average, higher utility.

That said, I disagree with the analysis. Mud and wood lets you go on an
early landgrab - that gets you to the ports, and that's what's wrong with
the analysis that regards port availability as independent of resources
chosen.

I think the biggest factor is the number of players. In a 3 player game,
roads and villages are most important, in a 4 player game, it's cities.
So in a 4-player game, ore is more important than brick, while in a
3-player game, brick is more important.

The major problem with ore demand, is that you need 3 of them to build
a new city. You spend more time collecting resources before you can
finally use them than with brick, which means more risk that smeone
steals it, and more risk that you lose something on a 7. Brick can be
used almost right away, most of the time.

Ofcourse this changes completely once you've got a city and a village
on the same ore field, but that takes time and luck.

Ofcourse later in the game, ore becomes more important, but if you
didn't have enough brick at the start of the game, you haven't carved
out as much territory as your opponents. And it's hard to win the
game with only two cities.

Something else that influences the value of brick and ore is the
availlability: the one that's more rare is usually the most valuable
(but not always: I've seen a game with a '4' as the best brick field
where 3 players put a village there, and the 4th took control of the
ore and kept the robber on the brick field permanently). And because
you always need wood and brick together, if you can get a brick and
a wood with the same number, that usually beats any other consideration.
A similar ore-grain combo is also good, but not quite as good as with
wood-brick.

Quote:
Also, it's easier to get to rock, sheep, and grain with mud and wood than
vice versa. Rock and grain can upgrade settlements to cities about as
easily as mud and wood can build extra settlements; but the latter player
then gets a mix of resources, and doesn't have to trade so much. That's
worth more than twice as much rock and grain.

Well, your starting settlements matter a lot. If you're lucky enough to
start with a healthy production in all 5 resources (you lucky bastard!),
then you don't need brick so much to get the missing resources, and
improving your starting points is more important. Ore rises in value.
Ofcourse if you miss something vital, then brick is more important.
If you get the choice of starting without brick and starting without
ore, start without ore. Unless the board is such that it's impossible
to reach ore later, but not as hard to reach brick later.

Quote:
I have had success with two cities and development cards; but it's a
marginal strategy. I do it if I get squeezed in the initial placements,
and especially if everyone else has the same resources - obviously rock
and grain then command a high price.

The big advantage of a city+development cards atrategy is that you
get the most knights and get to control the robber. If the other players
depend a lot on a specific rare resource, you can nuke that resource.
But if all resources are equally availlable, this strategy won't work
quite so well.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel
...
Posted: Mon Jun 16, 2008 12:41 pm
Guest
Quote:
That said, I disagree with the analysis. Mud and wood lets you go on an
early landgrab - that gets you to the ports, and that's what's wrong with
the analysis that regards port availability as independent of resources
chosen.


Port availability was disregarded, and it was done so on purpose.
That's why I really love the idea of the guy that suggested a
mathmatical equation that can take some of these variables and control
them a bit more.

Like I originally said. This analysis assumes all things are equal:
port availability, point in game, numbers, number of players, etc.

Quote:
Also, it's easier to get to rock, sheep, and grain with mud and wood than
vice versa.

I totally disagree. As the game progresses Ore and Wheat only
increase in value. It's been my experience that you don't see much
1:1 trading for Ore or Wheat near the end game.

Quote:
I have had success with two cities and development cards; but it's a
marginal strategy.

I wouldn't say it's marginal by a long shot. The point was *it's
possible* to win with this strategy.



And like I said lots of times before, all resources are needed to
win. This was more or less an attempt to make a bench mark. I wrote
it to give players a guide to eye ball these resouces to help them
generate a begining, middle, and end game strategy, to make better
trades, and to have better initial set ups.
David Damerell...
Posted: Tue Jun 17, 2008 12:06 am
Guest
Quoting mcv <mcvmcv at (no spam) xs4all.nl>:
Quote:
The major problem with ore demand, is that you need 3 of them to build
a new city. You spend more time collecting resources before you can
finally use them than with brick, which means more risk that smeone
steals it, and more risk that you lose something on a 7.

Missed that. Point.

Quote:
Well, your starting settlements matter a lot. If you're lucky enough to
start with a healthy production in all 5 resources (you lucky bastard!),

.... then someone has unscrewed your opponents' heads and stolen them.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Distortion Field!
Today is Second Stilday, June - a weekend.
David Damerell...
Posted: Tue Jun 17, 2008 12:10 am
Guest
Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote:
That said, I disagree with the analysis. Mud and wood lets you go on an
early landgrab - that gets you to the ports, and that's what's wrong with
the analysis that regards port availability as independent of resources
chosen.
Port availability was disregarded, and it was done so on purpose.

But unfortunately that makes the analysis wrong, because the availability
of road-building material affects access to ports.

Quote:
Also, it's easier to get to rock, sheep, and grain with mud and wood than
vice versa.
I totally disagree. As the game progresses Ore and Wheat only
increase in value.

You misunderstand me. What I'm saying is that if I start with mud and wood
I can build roads and settlements to capture production of rock, sheep,
and grain more readily than I can do the opposite.

Quote:
I have had success with two cities and development cards; but it's a
marginal strategy.
I wouldn't say it's marginal by a long shot. The point was *it's
possible* to win with this strategy.

It's _possible_ to win with most strategies.

Quote:
And like I said lots of times before, all resources are needed to
win.

I invite you to show me where I or anyone has disputed that.

Quote:
This was more or less an attempt to make a bench mark.

Yes. Unfortunately, it's flawed.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Distortion Field!
Today is Second Stilday, June - a weekend.
...
Posted: Tue Jun 17, 2008 11:26 am
Guest
Quote:
But unfortunately that makes the analysis wrong, because the availability
of road-building material affects access to ports.

It does not. You have to have a control. Even if we count ports into
the equation, Ore is still the most important resource in the game.
Let's say you have a lot of Brick and Wood and the respective 2:1
ports. Let's say you can produce no Ore on your hexes. Your cities
now effectively cost 8 resources (6 Wood/Brick and 2 Wheat).

Quote:

Also, it's easier to get to rock, sheep, and grain with mud and wood than
vice versa.
I totally disagree.  As the game progresses Ore and Wheat only
increase in value.

You misunderstand me. What I'm saying is that if I start with mud and wood
I can build roads and settlements to capture production of rock, sheep,
and grain more readily than I can do the opposite

Sure, but this requires game interaction. The ranking was done with
zero game interaction. Control! Every comparison has to have a
control.

Quote:
I have had success with two cities and development cards; but it's a
marginal strategy.
I wouldn't say it's marginal by a long shot.  The point was *it's
possible* to win with this strategy.

It's _possible_ to win with most strategies

Absolutely, but like i said before a strategy that only uses
structures that require Brick and Wood *can not win*. You'll cap out
at 7 points.

Quote:
This was more or less an attempt to make a bench mark.

Yes. Unfortunately, it's flawed.

I do not believe it to be flawed. The flaws you speak of are coming
about because you are trying to through particular strategies in the
game. The Unfortunate part is the rankings of the resources can't get
much better because outside of the factors I've already said you can't
rank them any more objectively. Beyond that it's all just opinions or
factors influenced by variables.
...
Posted: Tue Jun 17, 2008 3:27 pm
Guest
Quote:
Okay, you're absolutely right.  If you accept as given that you
should ignore all the factors that might make wood and brick more
important, than ore is more important than wood or brick.

Let's list the factors that could possibly be in a control:

Amount of a resource needed to build a structure
Supply of a resource (how many tiles there are)
Demand of a resource (how many structures require a particular
resource)
Points a structure a resource can build is worth

You can't control number placement, clumping of tiles, port layout,
other people's placements, embargo tactics, etc. Thus they had to be
left out. That's why I liked Kevin_Whitmore's idea of a mathmatical
formula to calculate in these variables. Then you can look at ever
new game and rank the resources accordingly.
Don Woods...
Posted: Tue Jun 17, 2008 6:33 pm
Guest
devil_in_the_pale_moon_light at (no spam) yahoo.com writes:
Quote:
I do not believe it to be flawed. The flaws you speak of are coming
about because you are trying to through particular strategies in the
game. The Unfortunate part is the rankings of the resources can't get
much better because outside of the factors I've already said you can't
rank them any more objectively. Beyond that it's all just opinions or
factors influenced by variables.

Okay, you're absolutely right. If you accept as given that you
should ignore all the factors that might make wood and brick more
important, than ore is more important than wood or brick.

-- Don.

-------------------------------------------------------------------------------
-- Don Woods (don-ns at (no spam) iCynic.com) Note: If you reply by mail, I'll get to
-- http://www.iCynic.com/~don it sooner if you remove the "hyphen n s"
David Damerell...
Posted: Wed Jun 18, 2008 6:24 am
Guest
Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote:
But unfortunately that makes the analysis wrong, because the availability
of road-building material affects access to ports.
It does not.

The availability of road-building material does not affect access to
ports? What complete drivel.

Quote:
You misunderstand me. What I'm saying is that if I start with mud and wood
I can build roads and settlements to capture production of rock, sheep,
and grain more readily than I can do the opposite
Sure, but this requires game interaction. The ranking was done with
zero game interaction.

How can you possibly rank the resources without considering what you can
do with them?

Quote:
It's _possible_ to win with most strategies
Absolutely, but like i said before a strategy that only uses
structures that require Brick and Wood *can not win*.

Thank you, Captain Obvious! Was anyone suggesting that was not the case?

Quote:
Yes. Unfortunately, it's flawed.
I do not believe it to be flawed.

Something that neglects port availability in ranking resources when those
resources affect port availability is flawed.

Quote:
game. The Unfortunate part is the rankings of the resources can't get
much better because outside of the factors I've already said you can't
rank them any more objectively.

An "objective" ranking that neglects real factors is pointless.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Kill the tomato!
Today is Potmos, Presuary.
David Damerell...
Posted: Wed Jun 18, 2008 6:28 am
Guest
Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote:
You can't control number placement, clumping of tiles, port layout,
other people's placements, embargo tactics, etc. Thus they had to be
left out.

This is where you went wrong. To disregard a factor which is independent
of which resource you are considering is fair enough. But to disregard a
factor which is _not_ independent of which resource you are considering -
like port availability - gives you the wrong answer. If you can't
precisely quantify that factor, you don't know how wrong your answer is;
but you _do_ know that it is wrong.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Kill the tomato!
Today is Potmos, Presuary.
...
Posted: Wed Jun 18, 2008 9:27 am
Guest
Quote:
This is where you went wrong. To disregard a factor which is independent
of which resource you are considering is fair enough. But to disregard a
factor which is _not_ independent of which resource you are considering -
like port availability - gives you the wrong answer. If you can't
precisely quantify that factor, you don't know how wrong your answer is;
but you _do_ know that it is wrong.


Ok. Let's factor in ports. Each resource has one 2:1 port. It's a
wash. Now lets look at the standings again.... they're the same.

What you are trying to debate is which corner is best. Ports have no
influence on how valuable a resource is, just how valuable a corner
is. Thus I feel my analysis is right on.
...
Posted: Wed Jun 18, 2008 9:44 am
Guest
Quote:
You misunderstand me. What I'm saying is that if I start with mud and wood
I can build roads and settlements to capture production of rock, sheep,
and grain more readily than I can do the opposite
Sure, but this requires game interaction.  The ranking was done with
zero game interaction.

How can you possibly rank the resources without considering what you can
do with them?

I have considered what you can do with them. I went over what all you
can and can't build with them. Again, you're putting a particular
strategy in the ranking. The moment you did that you made it
subjective.


Quote:
It's _possible_ to win with most strategies
Absolutely, but like i said before a strategy that only uses
structures that require Brick and Wood *can not win*.

Thank you, Captain Obvious! Was anyone suggesting that was not the case?

Yes. Unfortunately, it's flawed.
I do not believe it to be flawed.

Something that neglects port availability in ranking resources when those
resources affect port availability is flawed..

read my previous reply. They've been factored in and change nothing.

Quote:

game.  The Unfortunate part is the rankings of the resources can't get
much better because outside of the factors I've already said you can't
rank them any more objectively.

An "objective" ranking that neglects real factors is pointless.

What real factors have I neglected? The ports are a wash. Ore is the
best resource in the game if only by 1%. If I can't convience you of
this based on it's supply and demand then I don't know what else to
tell you. I think you keep wanting to rank the resouces by their
corners on a game board and you just can't do that and have it be
consistant. Because a board with the Wool hexes with the numbers 5,6,
and 9 and only 2 segments away from the 2:1 port makes Wool the best
resource in the game by your logic. Even this is incorrect because
it's not Wool that is inherently better it's the corner. Until you
stop thinking corners and start thinking resources then I can't show
you why Ore is more valuable than Brick or Wood.
 
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