Charriu, I believe for your lighthouse-nerf to FIN you should specifically look at my numbers. When you look at all players and state that
Quote:It's no surprise that the reduction is lower for ORG leaders as they have more incentives to build lighthouses. Compared to T100 we now see that the reduction is in a more reasonable area with most players in the area of 18% - 23%.
I feel you are missing some points:
1) As you stated yourself the ORG leaders have more incentive to build lighthouses. But that means the reduction is in a reasonable area when the player has not picked FIN but ORG. And yes, of course it then will appear reasonable because these players can build Lighthouses early and cheap. FIN cannot do so, as indicated by my numbers.
2) As you also noted, AT isn't using FIN to its potential. Looking at his numbers is therefore - even though he is FIN - not really sensible either. After all, the point can't be "When you don't actually use your trait, nerfing it isn't hurting you as much".
3) Leaves SD and Ruff. Ruff, being FIN, shows the same nerf of 30%+ as I do. He did lose the game after reaching 12 cities and not expanding further but that means he was stuck in "early game", so that is a pretty good indication imo.
SD does at first glance look like he runs counter to my argument, but he is EXP/CRE so while not ORG he did save quite a bit of hammers on early game buildings that he could invest in Lighthouses most likely. He also did not settle as many coastal cities at the start as far as I could tell, so obviously these numbers do not look as bad.
Basically I think I'm the one player that actually did use FIN on a water map quite effectively and if I'm showing a 30% decrease that will make FIN pretty useless on water maps.
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Two other things unrelated:
1) You calculated the delta between commerce and maintenance. That does beg the question: Did you include EP? Because Jowy did produce quite a bit and while they are not useless due to our rules they are not similar to beakers or gold imo. The difference should be a good 1000 points I'd say.
Also I think calculating the delta between commerce and maintenance and ignoring the multipliers has some issues. CRE is a good trait because you can cheaply build libraries. Me building a shrine and having a market in the city is - as can be seen by the numbers - quite profitable on this map.
Especially if you present that as "General state of the game". If I look at the above points the actual standings should see Mr. Cairo and Jowy much closer together, maybe Mr. Cairo even in the lead, while your numbers suggest he is ~15% behind.
2) As to the point of building more cottages. I think that is a very interesting topic. I was also feeling I should build more but at the same time, I had them on (nearly) all riverside grassland tiles. And had started getting them on grassland as well. But comparing non-river grassland cottages to coast it does take ~60 turns IIRC before grassland will have produced more beakers than FIN-coast
10 Turns: 1 gold cottage - 3 gold coast = 20 commerce down
20 Turns: 2 gold hamlet - 3 gold coast = 20 commerce down (total 40 down)
40 Turns: 4 gold village - 3 gold coast = 40 commerce up (total 0 difference)
And finally, after 70 turns building the cottage at the start would be better. If you haven't build them till T100, you probably have to consider how long that game will actually go (and if you can work the tile every single turn).