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Here is my report of my Adv53 game.
http://ruffhi.atspace.com/Adv53-01.html
I won via domination in 1625 AD (T235) but that was only the first of two games (and three objectives).
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Haha that's amazing! However no I didn't particularly like the event logger as a reporting device
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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You actually spent the five million dollars? Nice!
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.
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You know, if you and fluffyflyingpig already did the whole crazy deal to spend the 5,000,000 gold on thousands of units, I don't know if we need to run that as its own event. :neenernee
I picked the 5M number judging that the space race takes about 300,000 beakers, with a guess that the science slider might run about 30% long-term with no cash buildings and courthouses (meaning 1M gold spent total), then applying a factor of 5x to account for any unforeseen misunderestimation. I didn't underestimate the mechanics but I did fail to foresee the deliberate crazy.
The data graphs are fascinating. Did you collect the data for that with the BUG autologger?
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LOL - I still had 4,963,330 left and only ended a few turns before you and didn't do much at all for economy with buildings.
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T-hawk Wrote:I didn't underestimate the mechanics but I did fail to foresee the deliberate crazy. I think the bit spender is the unit support. It might be possible to burn 5m with a 6 city limit.
T-hawk Wrote:The data graphs are fascinating. Yes they are. They turned out about as I expected except for the maintenance one - any suggestions why the costs decrease over time?
Quote:Did you collect the data for that with the BUG autologger?
Yes I did. No way was I going to write all of those numbers down by hand. I modded the logger to capture the expense components and then just let it hum away in the back ground. Then it was just a matter of extracting the required numbers from the logger text - excel, find(), and mid() to the rescue.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Ruff_Hi Wrote:They turned out about as I expected except for the maintenance one - any suggestions why the costs decrease over time? Easy: your free unit support count continues to go up with more cities and population.
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Interesting that your game crashed at a certain number of units. 8176 is close to 8192 which is 2^13, so if you were building more than 16 units on the next turn that might be the actual limit.
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T-hawk Wrote:Easy: your free unit support count continues to go up with more cities and population. Hmm - not so sure on that. My city count had maxed out and population growth was approaching stagnation. And isn't my free unit support taken off the 'unit cost' portion?
I thought that the maintenance part was the expenses per city you see in the city screen summed over the whole civ.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Corporation maintenance does not get increased by inflation. Yet inflation continually goes up, so the game compensates by reducing the "raw" maintenance for corporations. So you see that the city maintenance goes down from the corporation reduction, as it is continually siphoned off to the inflation section.
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