Gnerally speaking, there are too many inputs and too many non-linear relations... and it does not compute

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IF I am allowed to contradict the original post without first fully comprehending it (too compolicated, too cubersome) or without even first fully reading it (too long, some factors too trivial) THEN:

The calculation is not valid UNLESS "all supplies are totally used for goods production (no other purposes)"

Think about it: the author neglected the cost of coins thinking "it is only a byproduct and costs nothing" well then as time goes on, players tend to have more supplies than they can ever spend (therefore the unbirthday) and the supplies, too, cost nothing and should be neglected from the calculation.

The only influential factor remaining would be the footprint, which is simple and does not change, for example, Rope (3x2) / Herbs (3x4) = 0.5... wait... that can't be right... what is the fault in this reasoning? No matter, let's not contradict ourselves but go on to contradict the original poster

As above said, coins and supplies are crossed off from the list of independent influential factors... what if, somehow, population also devalues? For exmaple, Inno and Habitat -- it is hard for lower age players to lay a hand on these. It is easier for advanced age players. If lower age players did build an Inno (like I did) they'll find they have MORE population than they can ever spend. Just like that, population is also crossed off from the list of inputs.

Other than footprint, the only true input left, it seems, is the amount of time to produce the goods, which is 8 hours for 10 goods, which is the SAME REGARDLESS of the age.

Conclusion: same age goods, 1:1, or 1:0.9, or 1:1.2, whatever, negligible. The 1:2 different age ratio is a TRUE problem. As time goes on, it should also approach 1:1, at either a faster or slower rate. The 1:2 ratio is only the INITIAL ratio, valid/applicable perhaps only to Bronze Age and Iron Age, since the number of players in that age is of the same "order of magnitude". In extreme analysis, say only one player made it to OF and only one player made it to VF. Should they trade goods with each other 1:2, or 1:1? when both have to spend 8 hours to produce 10 goods?

So, the inputs taken into account by the author have different weighing factors applied to them. In the long run, the weight of most inputs diminishes. And those inputs become negligible. First coins, then supplies, perhaps then populations, and then footprint size. All become worthless, except, it seems, the 8 hours for 10 goods. Still with the extreme example of only 1VF player and only 1OF player, it will then depend on how many goods building you build. If one player built one buildings for Goods OF(A), while the other player built two buildings for Goods VF(B), then the ratio should be reversed, from 1:2 to 2:1 (or the other way around). This also leads to another major fault to the reasoning of the original post, as follows:

You can't calculate the ratio like that because not all players in the world can trade with one another. Tax-free trade is limited within the guild. Even with tax, trade is limited within neighbors, guildies, friends. And they spread through different ages. The number of goods buildings becomes a very important influential factor WHEREAS, I think, the original post's calculation is based on the assumption of "there are equal total number of good buildings among different types" -- this assumption can be correct in the whole world for it gets evened out -- but perhaps not the case within a specific limited circle of friends, neighbors, guildies.

(I'm ranting on at the same time of forgetting what I wrote previously but maybe there is some sense in it. An important point is "the ratio of 2 for cross-age trades is unfair! All ratios should approach 1 in the long run!")

Correction: Not 1; but approaching 1. If the ratio is exactly 1 then 1 BA good for 1 VF good -- that is radiculous. But if let's say the ratio is 0.9. Then 0.9*0.9*0.9*0.9*0.9*0.9... the number becomes very small, so that you still can't trade 1 BA goods for 1 VF goods.

Continue to append: the game's "guidance ratio" (renamed from "fair ratio") is an "initial ratio" -- thoughtful for new players only; for old players (IDT "in the long run"), the system is messed up

therefore old players leave

(Anyone who thinks the above makes sense please go into the game and trade 1 developed age goods for 1 undeveloped age goods with me

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