Results 1 to 15 of 15

Thread: The Prices Thread

  1. #1

    The Prices Thread

    Ok, so I thought this would be an interesting thread to get an idea of what patters prices follow in most games. So fill this out

    Year: 1696

    Price of food:
    price of production:
    price of science:
    price of culture:

    price of incense:
    price of marble:
    price of oxen:
    price of silk:

    General:
    Scientist:
    Prophet:
    Builder:
    Artist:
    Year:

    Price of food: 487
    price of production: 463
    price of science: 440
    price of culture: 95

    price of incense: 313
    price of marble: 288
    price of oxen: 305
    price of silk: 281

    General: 4460
    Scientist: 7235
    Prophet: 11252
    Builder: 8117
    Artist: 4808

    Hopefully this will give newer players the chance to learn what patterns prices usually follow.

  2. #2
    Join Date
    Mar 2011
    Location
    Seattle, WA
    Posts
    502
    the prices fluctuate too wildly to really learn anything useful from individual examples like this. someone can correct me if I'm wrong, but the averages seem to be:

    Food: 500-600
    Production: 500-600
    Science: 300-500
    Culture: 100-200

    dunno about GPs or commodities

  3. #3
    Join Date
    Jul 2011
    Posts
    819
    It really depends on the game. I would say bronzeager's estimates are close to what I saw, though in the game I am now hammers stay consistently closer to 1000 than 500 (but there's a lot of wars going on).
    GPs - it depends very much on the year. I'd say the prices eventually start to fluctuate around 10k later in the game, though they start much lower.
    Commodities - the same thing. They start low and go up as the game progresses.

  4. #4
    Join Date
    Jul 2011
    Posts
    253
    Food: 500-700
    Production: 500-700
    Science: 200-400
    Culture: 85-125

    Culture really is the most interesting one because of the wide spreads on Great People. A lot of times culture is not worth buying because the price of great people is so low. Taking a 40%-60% chance on coming out ahead is a bit much especially when the horizon to acquire a great person is so long.

  5. #5
    Join Date
    Mar 2011
    Location
    Seattle, WA
    Posts
    502
    I think science and production are bound to fluctuate the most. Production gets REALLY expensive when wars are going on. Food really only goes sharply up or down if someone is being an idiot and buying/selling too much of it. (correct me if I'm wrong here )

    Science, in my mind, should be a lot more valuable post-patch, because you can't rely on getting as much from mazes at once. If I see it for 200, and have any gold at all, that's pretty much an instant buy for me. I see it quite regularly sitting at 600 gold or so, but was conservative in my 300-500 estimate. But maybe my games so far have been more science-biased than other peoples. They certainly have been more about tech races then clobbering everyone with military.

  6. #6
    Join Date
    Mar 2011
    Location
    Seattle, WA
    Posts
    502
    this might be getting a little off-topic, but what are people's tendencies in the market?

    for example, I almost never sell food or science unless the price is amazingly high, and then only a few 100 units. I also almost never buy culture unless it's around 50 gold or I'm REALLY close to getting a great person.

  7. #7
    Join Date
    Jul 2011
    Posts
    11
    I buy/sell if the price is +/- 100 outside of the "average," for military units I use the production price, but am less likely to buy since I cant convert units to production. I try to stockpile production and make a TON of money during wars. I never buy culture as it is always overvalued. Do the math. It is cheaper to buy great people, especially if you can be patient and buy at the "right" price. Someone else will always be desperate! Corollary: Plan ahead and you'll never be desperate.

    Price of food: ~500
    price of production: ~700, if a war ~1100
    price of science: ~400
    price of culture: ~100

    price of commodities: varies wildly

    Great people: 10k - 50k

  8. #8
    Join Date
    Jul 2011
    Posts
    253
    Quote Originally Posted by bronzeager View Post
    I think science and production are bound to fluctuate the most. Production gets REALLY expensive when wars are going on. Food really only goes sharply up or down if someone is being an idiot and buying/selling too much of it. (correct me if I'm wrong here )

    Science, in my mind, should be a lot more valuable post-patch, because you can't rely on getting as much from mazes at once. If I see it for 200, and have any gold at all, that's pretty much an instant buy for me. I see it quite regularly sitting at 600 gold or so, but was conservative in my 300-500 estimate. But maybe my games so far have been more science-biased than other peoples. They certainly have been more about tech races then clobbering everyone with military.
    I agree to an extent. production should never get TOO expensive because at some point itll be cheaper to sell production and buy units. As for science, i'd reckon it's that it's not worth as much as food or production because
    1. production can buy other means of victory and allows for arbitrage with units, plus ensuring victory in its own right
    2. food allows for greater returns over time in a way science doesn't.

  9. #9
    Join Date
    Jul 2011
    Posts
    819
    Quote Originally Posted by mrt1212 View Post
    production should never get TOO expensive because at some point itll be cheaper to sell production and buy units
    Sure, but there is an externality (if you're in the war, particularly) - if you sell production, the price of hammers goes down and your rival can now buy it cheap and produce cheap units using that.

  10. #10
    Production is worth more early on: wars can still win eras and people need buildings. Later on production tapers off. If the game stalls out, like one I'm playing, everything sits at 100. Usually though, production starts really expensive and ends up fairly cheap. Food devalues a little too, but not to the same extent. Culture is always cheap. Science fluctuates based on if there's a tech race.

  11. #11
    Join Date
    Mar 2011
    Location
    Seattle, WA
    Posts
    502
    this is also kind of off-topic, but I would LOVE it if they patched the game so that turning your citizens into merchants is actually viable.

  12. #12
    Join Date
    Jul 2011
    Posts
    253
    Quote Originally Posted by robin74 View Post
    Sure, but there is an externality (if you're in the war, particularly) - if you sell production, the price of hammers goes down and your rival can now buy it cheap and produce cheap units using that.
    As we used to say in my youth "No duh".

    But there are very clear ranges where it makes sense to buy units with cash, or sell units for hammers.

  13. #13
    Price of food: 500 - 10000+
    price of production: 500 - 1000
    price of science: 100-150
    price of culture: 0-50

  14. #14
    Join Date
    Jun 2011
    Posts
    217
    I usually set the prices. Typically around 500-500-250-100. Science is more volatile now, though, and I'll let food go up to 600 and production drop as low as 400.

  15. #15
    Join Date
    Jul 2011
    Posts
    253
    Quote Originally Posted by dkk View Post
    I usually set the prices. Typically around 500-500-250-100. Science is more volatile now, though, and I'll let food go up to 600 and production drop as low as 400.
    This is how I'm playing the game. It takes a lot of micro but it's fun. I usually like to see things in a 600-800 range depending on unit gold purchase cost.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •