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RBPB4 Postgame Thread

regoarrarr Wrote:Let's say with 10 players, we have a 10% chance of winning the game (or maybe 12 or 15 if we're "above average"). So playing risky gives us a wider standard deviation. If it goes well, we have a 20% chance. If it goes poorly we have a 1% chance. (Numbers totally made up).
This actually makes a lot of sense to me. In a a different map, the lighthouse might have really have been worth the crippled capital. Or failed miserably and ended your game immediately. As it was, it did pay off really well (mostly since WK couldn't take any land), but not enough to catch up.
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Really all you can say is that a team screwed up on their gamble and lost the game - well gave the game to someone else.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Remember just how far Spullla were running away with the game in PB2?

[Image: RBPB2-126s.jpg]

Locke proved that they would be treated differently in many ways. But what would have happened if Lock had triple GNP of everyone else by turn 70, that's the key question?

Remember, LP wasn't even seen as the leader in this game until well after that point, and I believe some of that was through being very conscious about not being seen as a runaway threat until much too late, and he carefully managed this perception. This is what Spullla entirely failed to do in PB2.
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Gold Ergo Sum Wrote:2) You moved straight south. That means there were only two possible tiles where seafood could appear that would be in your BFC. Two! And if there was no seafood on either, you were probably screwed.

South-SW would have given up one of the deer.
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regoarrarr Wrote:Sunrise pointed out that only folks with a scout would be able to confirm that both bodies of water are coast (the standard opening pic, if they are all the same / similar) shows the outline of water but you can't confirm if it's a lake or coast.

Don't remember if this was already covered in your thread but you don't need extra vision to mouse over coastal tiles and see if it says "fresh water".
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WilliamLP Wrote:Locke proved that they would be treated differently in many ways. But what would have happened if Lock had triple GNP of everyone else by turn 70, that's the key question?

Weren't team Plako and friend doing that at some point in the game with that free gold and ridiculous amount of land?lol
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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SevenSpirits Wrote:Don't remember if this was already covered in your thread but you don't need extra vision to mouse over coastal tiles and see if it says "fresh water".

Right - but I think that (from what I'm remembering) only a scout start team would have been able to see that there even WAS water / coast on T0.
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Nicolae Carpathia Wrote:Also, I'm still not quite sure just how Luddite's initial strike worked, it felt way too slow trudging piecemeal stacks of 1-movers off galleys onto Mackoti's peripheral cities, and it seemed like Luddite got good combat rolls. After that, Mackoti dumped all his excess food into whips instead of rep-scientists, which put him far behind all the other teams.

It was also depressing watching you miss out on the Sistine Chapel, we were very aware just how crucial it was to your gameplan and it was depressing seeing it fall to someone already in a positive feedback loop.

Honestly I just got very, very lucky. Mackoti thought he'd have a few more turns before I attacked, so he had almost nothing there when I arrived. just 2 more axes or chariots would have stopped me dead.

The slow speed of early warfare is painful, though. It was so frustrating that after I annihilated his entire army, he still had time to build another, even bigger, army before I could get to his capital.

Quote:1) A coalition/dogpile at Turn 100 when most of the teams are still in the Classical Age (and vast stretches of the map remain unsettled) and a coalition/dogpile at Turn 200 when most teams are in the Renaissance or Industrial Ages (and the entire map has been settled) are very, very different things. One makes perfect sense, the other doesn't.
The main difference is that, in PB2, it seemed obvious to everyone that your civ was running away with the game. You were ahead in all important categories almost right from the start. Here that was not the case with Parkin- he was behind plako as late as turn 110 I think, and surprised everyone (even the lurkers) with how fast his economy grew after his wonderspam.

I think we put together the alliance around turn 150, right? So that was almost immediately after Parkin started to surge, and even before he launched his mega golden age.
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regoarrarr Wrote:Right - but I think that (from what I'm remembering) only a scout start team would have been able to see that there even WAS water / coast on T0.

Krill Wrote:Your start:

[Image: Civ4ScreenShot0113-1.jpg]
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regoarrarr Wrote:South-SW would have given up one of the deer.

I meant S-SE. Stupid directions. duh

The point was that if you were going to gamble on seafood, gamble where you would reveal 2.5 times as many tiles.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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