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based on an SP game I did recently, it seemed to check for culture at the end of the game turn. I wasn't specifically checking though and could easily be incorrect...
I lost to culture by 1 turn - was about to launch my spaceship. (although in BTS, it would have spent 10 turns getting there, right? - so 11 turns). Anyway, I was pretty sure the AI went over 25000 on 3 cities and it still made me play might half of the turn before declaring.
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luddite Wrote:Question- does the game check victory at the end of a team's turn, or at the beginning of the game turn? This game could potentially hinge on whether team 3 gets 3 turns to attack, or just 2.
I believe that's the same logic we were looking at earlier -- CvGame::doTurn
Warning: some lines removed for clarity
Code: void CvGame::doTurn()
{
PROFILE_BEGIN("CvGame::doTurn()");
// END OF TURN
CvEventReporter::getInstance().beginGameTurn( getGameTurn() );
doUpdateCacheOnTurn();
updateScore();
doDeals();
for (iI = 0; iI < MAX_TEAMS; iI++)
{
if (GET_TEAM((TeamTypes)iI).isAlive())
{
GET_TEAM((TeamTypes)iI).doTurn();
}
}
GC.getMapINLINE().doTurn();
createBarbarianCities();
createBarbarianUnits();
doGlobalWarming();
doHolyCity();
doHeadquarters();
doDiploVote();
CvEventReporter::getInstance().endGameTurn(getGameTurn());
incrementGameTurn();
incrementElapsedGameTurns();
// A bunch of "figure out the turn order in MP logic
testVictory();
}
Which I read as "the Victory test happens after everybody alive has finished their turn". And I think that's right.
Hmm - which means that if you are on play after the third city goes Legendary, you have a chance to see that (?) and play before the actual victory check. Not something that normally matters in single player, where the human is always in the first slot in turn order.
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Yeah that sounds reasonable. This is really going to come down to the wire, then.
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Why isn't team 2 building more Cho-Ko-Nus? They should know with Canon's and Machine guns in play, CKNs are more valuable than catapults...
Mwin
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MWIN Wrote:Why isn't team 2 building more Cho-Ko-Nus? They should know with Canon's and Machine guns in play, CKNs are more valuable than catapults...
I don't know what exactly lewwyn is planning to build, but IMO ckns aren't worth it right now. They're more expensive than catapults and do less collateral. Their only advantage is being able to collateral machine guns, but I think their best option here is just to sit and defend.
<3 team 4
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Catapults don't do any collateral damage if they attack MG though.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Only a problem if you plan to attack the MGs!
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So the T2 plan is to let a stack protected by MG walk up to a culture city, bombard it down with 50 cannons, then collateral, and wipe out about 100 units every turn until the CV city is wiped off the map?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Krill Wrote:So the T2 plan is to let a stack protected by MG walk up to a culture city, bombard it down with 50 cannons, then collateral, and wipe out about 100 units every turn until the CV city is wiped off the map?
I don't know their actual plan, but IMO that really is the best plan here. They don't have nearly enough units to smash through machine guns. And, assuming team 3 only has About 40 cannons, that means most defenders will only get hit once by collateral, some not at all, so some of the rifles and cannons will die in the first attack.
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oledavy Wrote:So, I fucked up, pretty badly. ... it was a well-played move on Team #4's part. What's worse though, is that all these forces were slated for our invasion of Team #2. Love the domino effect. Team 4 is preventing Team 3 from preventing Team 2 from preventing Team 1's tech snowball win.
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