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| kevin_whitmore... |
Posted: Wed Jun 18, 2008 10:48 am |
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On Jun 18, 1:44 pm, devil_in_the_pale_moon_li... at (no spam) yahoo.com wrote:
Quote: 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.
I'm not the one arguing with you, but I'll chime in a bit. Generally
I like your approach, and I previously offered my view about
converting it into an equation. In my pass at that equation, I
basically went with your rankings, which don't seem to be out of whack
to me. But I do think the harbors affect the valuation. Rather than
valuing each resource alone, I want to value the resource along with
the statistical frequency I could expect to receive that resource.
Obviously an "8" Wool is better than a "12" Ore. So while I'm willing
to believe your rankings, where Ore is better than Wool, I need to
filter that by how often I can resonably expect to receive the
resource. Likewise, I need to consider whether I will get 1, 2 or 3
resources from my position. (Being between 3 resource-giving hexes,
or fewer.) IMO, if I can get high frequency wool sites, and also get
the wool port, this elevates the value of wool over wood (the next
resource of your ranking caste).
Best Regards,
Kevin Whitmore |
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| Darin McGrew... |
Posted: Wed Jun 18, 2008 11:15 am |
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[attribution restored]
David Damerell <damerell at (no spam) chiark.greenend.org.uk> wrote:
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.
<devil_in_the_pale_moon_light at (no spam) yahoo.com> wrote:
Quote: 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.
That's a strawman. No one is arguing about how many ports of each type are
available.
The point others are making is that roads and settlements have additional
value, because they give you access to resources beyond those you receive
from your initial placements. Ports are just a common example.
Your analysis ignores the difference in value between roads, settlements,
cities, and development cards. To you, they're all just things you buy with
resources. Others disagree.
If your analysis underestimates the value of roads/settlements, then it
will underestimate the value of the resources used to buy
roads/settlements.
So, why do you think roads/settlements are worth the same as cities/cards?
--
Darin McGrew, mcgrew at (no spam) stanfordalumni.org, http://www.rahul.net/mcgrew/
Web Design Group, darin at (no spam) htmlhelp.com, http://www.HTMLHelp.com/
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Posted: Wed Jun 18, 2008 12:44 pm |
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Quote: I'm not the one arguing with you, but I'll chime in a bit. Generally
I like your approach, and I previously offered my view about
converting it into an equation. In my pass at that equation, I
basically went with your rankings, which don't seem to be out of whack
to me. But I do think the harbors affect the valuation. Rather than
valuing each resource alone, I want to value the resource along with
the statistical frequency I could expect to receive that resource.
Obviously an "8" Wool is better than a "12" Ore. So while I'm willing
to believe your rankings, where Ore is better than Wool, I need to
filter that by how often I can resonably expect to receive the
resource. Likewise, I need to consider whether I will get 1, 2 or 3
resources from my position. (Being between 3 resource-giving hexes,
or fewer.) IMO, if I can get high frequency wool sites, and also get
the wool port, this elevates the value of wool over wood (the next
resource of your ranking caste).
I really like you idea, and I'm working on that formula. |
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Posted: Wed Jun 18, 2008 1:01 pm |
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Quote: That's a strawman. No one is arguing about how many ports of each type are
available.
It's not a strawman.
Quote: The point others are making is that roads and settlements have additional
value, because they give you access to resources beyond those you receive
from your initial placements. Ports are just a common example.
They have case by case additional value. Nothing that you can rank
devoid of game interaction. But when you start throwing game play and
strategies Ore can become way more valuable. Those arguements tend to
be the real strawmen.
Quote: Your analysis ignores the difference in value between roads, settlements,
cities, and development cards. To you, they're all just things you buy with
resources. Others disagree.
That is incorrect. I've always said the value of a Road, Settlement,
City, and Development card is 0, 1, 2, and ? from the beginning. And
they are all just things you can buy with a resource. But when doing
an logical ranking you can't say, well in this one game I played this
road that i built that cut off 2 players make Brick and Wood way more
valuable than any other resource in the game.
Quote:
If your analysis underestimates the value of roads/settlements, then it
will underestimate the value of the resources used to buy
roads/settlements.
So, why do you think roads/settlements are worth the same as cities/cards?
They aren't. A City is worth more than all of them individually.
When you start saying a Settlement on a 5,6, and 9 or a Settlement on
a 2:1 port is more valuable than a City then you're really saying that
corner with a Settlement is better than this corner with a City. In
those cases, it tends to not matter what resource they are on. But
let's make all situations equal (a control). Let's say you have that
power spot of a 5,6, and 9 and all three hexes are the same resource,
and that it has a port 2 segments away from a 2:1 of the matching
resouce. You'll see that if that resource was Ore it would be better
than any other resource you put into that same situation. If you
don't believe me then try it next time you play. You'll see that I'm
right. If you're still not convinced make that corner Brick or
whatever else.
I'm telling you guys that you're trying to change the analysis to
corners. Which outside of a mathmatical equation you can't say which
corner is better from the armchair. |
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| Darin McGrew... |
Posted: Wed Jun 18, 2008 1:33 pm |
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I wrote:
Quote: Your analysis ignores the difference in value between roads, settlements,
cities, and development cards. To you, they're all just things you buy with
resources. Others disagree.
<devil_in_the_pale_moon_light at (no spam) yahoo.com> wrote:
Quote: That is incorrect. I've always said the value of a Road, Settlement,
City, and Development card is 0, 1, 2, and ? from the beginning.
If you're going to consider a city to be worth twice a settlement, then you
must be counting both the initial settlement and the city upgrade. In that
case, the cost of a city is 1 brick, 1 wood, 1 wool, 3 wheat, and 3 ore,
and not 2 wheat and 3 ore.
And roads are not worth 0. Without roads, you can't build new settlements,
and you can't get access to new build locations. If you discount roads that
way, then you have to add the wood and brick for the necessary roads to the
effective cost of settlements (and cities).
Your analysis assumes certain relative values for roads, settlements,
cities, and cards. Is it any surprise that those who disagree with your
assumed values also disagree with the results of your analysis?
--
Darin McGrew, mcgrew at (no spam) stanfordalumni.org, http://www.rahul.net/mcgrew/
Web Design Group, darin at (no spam) htmlhelp.com, http://www.HTMLHelp.com/
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Posted: Wed Jun 18, 2008 2:37 pm |
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Quote: If you're going to consider a city to be worth twice a settlement, then you
must be counting both the initial settlement and the city upgrade. In that
case, the cost of a city is 1 brick, 1 wood, 1 wool, 3 wheat, and 3 ore,
and not 2 wheat and 3 ore.
Incorrect. Upgrading to a City from an initial Settlement effectively
costs 2 Wheat and 3 Ore.
Quote: And roads are not worth 0.
Actually they are. It's not until you have at least 5 consecutive
ones they are worth any VPs
Quote: Without roads, you can't build new settlements,
and you can't get access to new build locations. If you discount roads that
way, then you have to add the wood and brick for the necessary roads to the
effective cost of settlements (and cities).
I did add them in. Effective costs were in the initial break down.
Though, you're right, I didn't say the effective cost of a City is 3
Brick, 3 Wood, 3 Wheat, 3 Ore, and 1 Wool.
Quote: Your analysis assumes certain relative values for roads, settlements,
cities, and cards. Is it any surprise that those who disagree with your
assumed values also disagree with the results of your analysis?
The values given to them were objective. What's the only way I can
objectively rate them? It has to be by their value in VPs. Sure, a
road that cuts someone off is more valuable strategically than a road
built in the middle of nowhere. How do you assign value to that
optimal road? How does that help you with your armchair, for lack of
a better word, analysis? I stated from the beginning that you have to
assume certain things. Without assuming identical conditions it would
be impossible to do any sort of ranking of the resources.
Just out of curiousty would this ranking be more agreeable:
1. Ore, Brick
2. Wheat, Wood, Wool |
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| Darin McGrew... |
Posted: Wed Jun 18, 2008 3:14 pm |
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I wrote:
Quote: If you're going to consider a city to be worth twice a settlement, then you
must be counting both the initial settlement and the city upgrade. In that
case, the cost of a city is 1 brick, 1 wood, 1 wool, 3 wheat, and 3 ore,
and not 2 wheat and 3 ore.
<devil_in_the_pale_moon_light at (no spam) yahoo.com> wrote:
Quote: Incorrect. Upgrading to a City from an initial Settlement effectively
costs 2 Wheat and 3 Ore.
It would be less confusing if you made up you're mind whether you're
talking about cities or city upgrades.
Quote: And roads are not worth 0.
Actually they are. It's not until you have at least 5 consecutive
ones they are worth any VPs
Roads have value beyond the Longest Road VPs. Unless you like trying to win
with 2 cities, Largest Army, and 4 VPs from cards.
Quote: Without roads, you can't build new settlements,
and you can't get access to new build locations. If you discount roads that
way, then you have to add the wood and brick for the necessary roads to the
effective cost of settlements (and cities).
I did add them in. Effective costs were in the initial break down.
Though, you're right, I didn't say the effective cost of a City is 3
Brick, 3 Wood, 3 Wheat, 3 Ore, and 1 Wool.
Huh?
| Cities require 3 times as much Ore as a Settlement
| requires Brick. This is a huge demand.
It sounds like you were assuming that settlements require only 1 brick.
Quote: Just out of curiousty would this ranking be more agreeable:
1. Ore, Brick
2. Wheat, Wood, Wool
Actually, I think your ranking (ore > wheat > brick > wood > wool) is
pretty close. I might rank wheat above ore just because it is necessary for
buying settlements as well as for buying city upgrades, but that's a minor
point.
But I don't think you are addressing the criticisms of your analysis very
well.
And in an actual game, I find that the actual board position is much more
important than any idealized ranking of the resources.
--
Darin McGrew, mcgrew at (no spam) stanfordalumni.org, http://www.rahul.net/mcgrew/
Web Design Group, darin at (no spam) htmlhelp.com, http://www.HTMLHelp.com/
"It said 'Insert disk #3', but only two will fit..." |
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Posted: Wed Jun 18, 2008 3:49 pm |
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Quote: It would be less confusing if you made up you're mind whether you're
talking about cities or city upgrades.
What City upgrades? I'm only talking about the basic game not Cities
and Knights.
Quote: And roads are not worth 0.
Actually they are. It's not until you have at least 5 consecutive
ones they are worth any VPs
Roads have value beyond the Longest Road VPs. Unless you like trying to win
with 2 cities, Largest Army, and 4 VPs from cards.
How do you measure that value?
Quote: Without roads, you can't build new settlements,
and you can't get access to new build locations. If you discount roads that
way, then you have to add the wood and brick for the necessary roads to the
effective cost of settlements (and cities).
I did add them in. Effective costs were in the initial break down.
Though, you're right, I didn't say the effective cost of a City is 3
Brick, 3 Wood, 3 Wheat, 3 Ore, and 1 Wool.
Huh?
| Cities require 3 times as much Ore as a Settlement
| requires Brick. This is a huge demand.
In that statement I was talking about the regular cost and not the
effective cost. I'll admit that I should have added that in, but I
didn't think of it when I was writing it.
Quote:
It sounds like you were assuming that settlements require only 1 brick.
The cost 1 Brick. You effectly need 3 Brick. I don't know how you
measure effective costs, but they should be weighed into rankings.
Which is why I put Wood over Wool.
Quote: Just out of curiousty would this ranking be more agreeable:
1. Ore, Brick
2. Wheat, Wood, Wool
Actually, I think your ranking (ore > wheat > brick > wood > wool) is
pretty close. I might rank wheat above ore just because it is necessary for
buying settlements as well as for buying city upgrades, but that's a minor
point.
I did consider that a lot. The fact that there are only 3 hexes that
can produce Ore pushed it above Wheat.
Quote:
But I don't think you are addressing the criticisms of your analysis very
well.
I don't know how much better they can be addressed. The critics are
screaming PORTS, PORTS, PORTS and I've addressed them the best I
could. What other objective way can a port play into rankings of
resources and not rankings of corners?
Quote:
And in an actual game, I find that the actual board position is much more
important than any idealized ranking of the resources.
Absolutely. The ultimate goal of this was never to say, Ore is the be
all end all. I just want more players to eye the beginning setup a
little better. I felt a ranking of the resources would give players
an idea of what they need to focus on when they place their initial
set ups. There is a lot more to that than just a resource ranking
which is why I'm working on more strategy guides. It's also why the
equation that Whitmore porposed is such a great idea. |
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| Nathan Sanders... |
Posted: Thu Jun 19, 2008 12:53 am |
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In article
<12bb192b-2fbf-4fcb-9e4f-dc2a4b3e93b3 at (no spam) k30g2000hse.googlegroups.com>,
devil_in_the_pale_moon_light at (no spam) yahoo.com wrote:
Quote: It would be less confusing if you made up you're mind whether you're
talking about cities or city upgrades.
What City upgrades? I'm only talking about the basic game not Cities
and Knights.
The upgrade from a settlement to a city.
To build a brand new city, which increases your current production by
2 and your current score by 2, you must spend (at least) 1 brick, 1
wood, 1 sheep, 3 wheat, and 3 ore.
To upgrade a settlement to a city, which increases your current
production by 1 and your current score by 1, you must spend 2 wheat
and 3 ore.
As far as I can tell, you have been mixing these two up, citing the
benefits of building a brand new city (+2 production, +2 VP), but only
assigning it a cost equal to the settlement-city upgrade.
Nathan
--
Nathan Sanders
Linguistics Program
Williams College
http://wso.williams.edu/~nsanders/ |
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Posted: Thu Jun 19, 2008 2:10 am |
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Quote: To build a brand new city, which increases your current production by
2 and your current score by 2, you must spend (at least) 1 brick, 1
wood, 1 sheep, 3 wheat, and 3 ore.
To upgrade a settlement to a city, which increases your current
production by 1 and your current score by 1, you must spend 2 wheat
and 3 ore.
A city only raises your point total by 1 (-1 + 2 = 1).
The effective cost of a City is tricky. But for a control I'll have
to conceede that a city effectively costs 3 Wood, 3 Brick, 3 Wheat, 3
Ore and 1 Wool (2 Roads + 1 Settlement + 1 City). Costs go down from
there depending on if you are upgrading your initial settlements.
Sorry, I should have cleared that up in the initial language. |
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| Darin McGrew... |
Posted: Thu Jun 19, 2008 1:06 pm |
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I wrote:
Quote: Roads have value beyond the Longest Road VPs. Unless you like trying to win
with 2 cities, Largest Army, and 4 VPs from cards.
<devil_in_the_pale_moon_light at (no spam) yahoo.com> wrote:
Quote: How do you measure that value?
The only thing that comes to mind is to focus on what someone needs to buy
to win. That is, what resources do you need to spend to reach 10 VPs? Since
there are multiple ways to reach 10 VPs, you need to use some sort of
weighted average. For example:
2 cities, 4 VP cards, Largest Army
- minimum: 11 wheat, 13 ore, 7 wool
3 cities, 4 VP cards
- minimum: 2 wood, 2 brick, 11 wheat, 13 ore, 5 wool
3 cities, 2 VP cards, Largest Army
- minimum: 2 wood, 2 brick, 12 wheat, 14 ore, 6 wool
and so on.
You could improve on this by figuring out how many soldiers you normally
need to hold onto the Largest Army VPs (rather than assuming the minimum of
three), how many dev cards you normally need to buy to get the necessary VP
cards and Armies (rather than assuming you buy only the dev cards you
need), how much the extra dev cards are worth (for example, Roadbuilding is
worth 2 wood and 2 brick, plus the intangible value of not needing to
protect 4 resources from the robber), and so on.
But rather than figure out all the winning permutations, the resources
typically needed to achive those winning permutations, the relative
frequency of those winning permutations (so you can compute a weighted
average), etc., it might be easier to just collect data on the winners of a
large number of games: How many of each resource did the winning player
spend during the game?
Not that I'm volunteering to do this. I'd rather play another game of
Settlers (or C&K, or something else).
Quote: And in an actual game, I find that the actual board position is much more
important than any idealized ranking of the resources.
Absolutely. The ultimate goal of this was never to say, Ore is the be
all end all. I just want more players to eye the beginning setup a
little better. I felt a ranking of the resources would give players
an idea of what they need to focus on when they place their initial
set ups. There is a lot more to that than just a resource ranking
which is why I'm working on more strategy guides. It's also why the
equation that Whitmore porposed is such a great idea.
FWIW, we usually spend time analyzing the board as a group before the first
player places his first settlement. We look at the relative production of
each resource, which locations produce useful combinations of resources,
which ports are close to locations that produce their resource, etc. We got
into the habit because it helps my wife (who is blind) come up to speed on
the current board configuration more quickly, but in truth, it helps
everyone.
--
Darin McGrew, mcgrew at (no spam) stanfordalumni.org, http://www.rahul.net/mcgrew/
Web Design Group, darin at (no spam) htmlhelp.com, http://www.HTMLHelp.com/
"Warning: Dates in the calendar are closer than they appear." |
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| Rick Pikul... |
Posted: Thu Jun 19, 2008 11:50 pm |
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On Thu, 19 Jun 2008 23:06:20 +0000, Darin McGrew wrote:
Quote: But rather than figure out all the winning permutations, the resources
typically needed to achive those winning permutations, the relative
frequency of those winning permutations (so you can compute a weighted
average), etc., it might be easier to just collect data on the winners of a
large number of games: How many of each resource did the winning player
spend during the game?
Not that I'm volunteering to do this. I'd rather play another game of
Settlers (or C&K, or something else).
Well, all it would take is for someone to be willing to collect the data
and it would be trivial for those that play to help.
No, I am not volunteering.
As for the general discussion, I think that the key problem might be the
attempt to come up with an absolute value theory in the first place. It
might be worth looking at things like the marginal theory of value for
inspiration.
--
Phoenix |
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| David Damerell... |
Posted: Fri Jun 20, 2008 7:00 am |
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Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote: 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.
Ok. Let's factor in ports. Each resource has one 2:1 port. It's a
wash.
Let me use short words to aid your understanding. Is it easier to _get_ to
a port with mud and wood, which let you build roads and settlements, or
with resources that let you build cities?
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Kill the tomato!
Today is Oneiros, Presuary. |
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| David Damerell... |
Posted: Fri Jun 20, 2008 7:04 am |
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Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote: The point others are making is that roads and settlements have additional
value, because they give you access to resources beyond those you receive
from your initial placements. Ports are just a common example.
They have case by case additional value. Nothing that you can rank
devoid of game interaction.
Not to repeat myself, but merely because you can't quantify the value of
being able to reach ports does not mean you can ignore it. You know it
_has_ value.
Quote: That is incorrect. I've always said the value of a Road, Settlement,
City, and Development card is 0, 1, 2, and ? from the beginning.
Which is wrong, because they also have value inasmuch as they make it
easier to gather more resources.
Quote: they are all just things you can buy with a resource. But when doing
an logical ranking you can't say, well in this one game I played this
road that i built that cut off 2 players make Brick and Wood way more
valuable than any other resource in the game.
But you _can_ say that brick and wood have value because they can cut off
other players by road building. Merely because you can't quantify it
doesn't mean it doesn't exist.
Quote: I'm telling you guys that you're trying to change the analysis to
corners. Which outside of a mathmatical equation you can't say which
corner is better from the armchair.
Part of what you're ignoring is that mud and wood offer you a greater
selection of corners.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Kill the tomato!
Today is Oneiros, Presuary. |
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| David Damerell... |
Posted: Fri Jun 20, 2008 7:07 am |
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Quoting <devil_in_the_pale_moon_light at (no spam) yahoo.com>:
Quote: Roads have value beyond the Longest Road VPs. Unless you like trying to win
with 2 cities, Largest Army, and 4 VPs from cards.
How do you measure that value?
Not to repeat myself, but just because you can't quantify it doesn't mean
it doesn't exist. Its value is more situational than that of city-building
resources, but that's just too bad for this kind of analysis.
--
David Damerell <damerell at (no spam) chiark.greenend.org.uk> Kill the tomato!
Today is Oneiros, Presuary. |
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