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[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine

I was curious about that attack so I simmed it before I left for work this morning. I'm not sure about whether it's ok for me to mention the outcome since I'm lurking globally. If you think it's ok I'll tell you what happened.

By the way, this thread is the best. I was pulling for you guys until you came up with that crazy idea to invade India. I stopped reading for a while at that point since I thought it would be too depressing to watch that plan inevitably fail and lead your elimination. Good luck!
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Thanks Euler! Be sure to remove any cultural defense because we're going to bomb it down!

I half-built a sim before heading to work this morning. I'm planning on running it 10x or so to get an idea if it's better to attack now or head NE and try against another city. As to whether it's kosher to share your results, i would post n the lurker thread and ask the group opinion. Either way thanks for cheering us on!
Suffer Game Sicko
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Oh boy, if my sims are right then we got this with enough left over to continue doing some damage
dancing

Dammit - how do I set change random seed on reload without remaking the whole sandbox? cry
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Single Player -> Custom Scenario -> select your scenario -> check new random seed on reload?
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(June 21st, 2013, 16:46)TheHumanHydra Wrote: Single Player -> Custom Scenario -> select your scenario -> check new random seed on reload?

Except it isn't giving me that choice... I tried playing a scenario, but every time I start the scenario it's the same seed for that too.
Suffer Game Sicko
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Well you could add a bunch of unrelated units to your sandbox and attack unrelated enemies with a different number of them each time. Maybe add a couple units to autoexplore with as well. It's not perfect though.
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Create a new scenario with random seed on reload checked, open that worldbuilder file and compare it with your first worldbuilder file, and import the line that sets the flag into your first worldbuilder file.
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By the way, unless the odds look really bad I strongly advise attacking the tundra city. It's got 10 pop that we'd be taking out, and it has a number of mature grassland cottages that we'd be disabling, so it's a decent city at this point. If we move to fork the city with Swallowdale, that's another turn where we may get cats/rifles slammed into us, and he can easily have units moving to reinforce from the north and from boats.
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So I created a new file, didn't take as long as I thought it would. I rolled 20 attacks, with me going in this order:

Pinch Knights
CR2 mace
GG mace (usually had odds at this point, but if he didn't then i would send in some C2 knights until he did)
The rest

Here are the results:
UNITS LOST: 23 knights only the chariot(!!)
UNITS LOST: 11 knights 2 knights unused
UNITS LOST: 14 knights 8 knights unused
UNITS LOST: 18 knights, mace 6 knights unused
UNITS LOST: 15 knights, mace, GG 6 knights unused
UNITS LOST: 9 knights, mace 13 knights unused
UNITS LOST: 11 knights, mace 11 knights unused
UNITS LOST: 11 knights, GG 11 knights unused
UNITS LOST: 8 knights, mace 14 knights unused
UNITS LOST: 15 knights, mace 7 knights unused
UNITS LOST: 13 knights, mace 9 knights unused
UNITS LOST: 12 knights, GG 10 knights unused
UNITS LOST: 9 knights, mace 13 knights unused
UNITS LOST: 17 knights, mace 5 knights unused
UNITS LOST: 15 knights, mace 7 knights unused
UNITS LOST: 15 knights, mace, GG 6 knights unused
UNITS LOST: 14 knights, mace 8 knights unused
UNITS LOST: 11 knights, mace 11 knights unused
UNITS LOST: 11 knights, mace 11 knights unused
UNITS LOST: 14 knights, mace 8 knights unused

tl;dr - I won 20 out of 20 times, with an average of 13.5 2-movers lost (Knights + GG mace) and an average of ~8 knights not needed for the attack

I'm going to try a different battle order, and go weakest to strongest and see if that gives better results

Edit: I even mistakenly forgot to bombard defenses one time and still won with knights leftover!
Suffer Game Sicko
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So going in this order:

CR2 mace
C1 knights
C2 knights
GG mace if > 60% odds
switch to pinch knights when they get odds
C2 knight on the longbow

I lost on average 1 knight more and had 1 knight less available after razing the city. So I think the pinch knights should go in first, because I think we want to stay with quantity. Especially since we are going to be blitzing towards the next target after this attack.
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