February 7th, 2010, 08:56
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Grabbing Demos...
Not much. I'm tempted to move Gulliver since he's at 1.9 atleast 2 turns to the top of the forrested hill for his final turn of healing so I didn't end the turn if you guys also want to. Also, someone did something to reduce life expectancy to 84, one of the 8 players alphabetically before us. Someone also stopped working a hammer rich tile.
February 7th, 2010, 10:40
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Things we now know from this turn's C&D analysis:
9 tiles = 4 points. Just about everyone gained 4 points.
However, Hannibal of Byzantium (SSSandover) only gained 3 points. They also founded on T0, so they presumably had 1 lake tile in their inner 9. Each land tile is worth between 0.45 and 0.49 points.
Also, Pacal of Carthage (Mr. Nice Guy) grew to size 2, 1t behind us. This explains the health decrease, as well. Since they're also expansive, they are 99% likely doing the exact same opening as us. A warrior was also built, no clue who (again).
I don't really care either way about whether Gulliver moves this turn or next.
February 7th, 2010, 11:36
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Went ahead and ended the turn.
February 7th, 2010, 13:22
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I generally avoid moving wounded units for exploration, unless there is a better defensive tile immediately adjacent. It seems like barb animals "wander" a small area only, so moving is more likely to enter the "territory" of a new threat. This may just be my memory grabbing disconnected facts, though, and remembering all the times I regretted moving and not the times it was OK.
Still, being at 1.9/2 is not bad, and if we want to move him that would be OK with me. With no animals in sight, though, why not heal that last turn and then move? We do not need the map info he would reveal in the next two turns to make a decision, so the safe choice seems best. Look at how many civs have already lost a warrior.
Hmmm...seems an odd value per land tile for score. Maybe this is being calculated somehow as a percentage of all possible land and then multiplied by some factor?
February 7th, 2010, 13:43
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I think only 2 civs have lost a warrior, but, yes, the caution is noted. Actually, we went ahead and ended turn without moving.
Land score is probably some sort of ratio. We know there are 4047 land tiles. If having 100% of the land was 2000 points, then that would give us about .494 per tile. The next time someone logs in (I'm having trouble, not sure if it's my end or sunrise's), can you mouse over our score? It will say something like "4 from Land (9/4047)". Can you report all of the figures? I want to confirm that it's an X/Total*2000 = score from each component. That would also explain the tech value being non-constant: I think it's X/332 or X/337, which would explain why it's not quite 6 points per ancient age tech.
February 7th, 2010, 15:21
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Ok, I think I figured out how the score is calculated.
Their definition of maximum is 10,000 points.
5000 points go to pop. A map this size is expected to have 2686 pop (2 pop for every 3 land tiles). This means that each pop is worth 1.86 points. After all, population is power.
2000 points go to land. This map has 4047 land tiles, for 0.494 points per land tile owned continuously for at least 20 turns.
2000 points go to tech. There are 334 tech points, where each Ancient tech is worth 1, Classical 2, and I think it's 3 for Medieval, 4 for Ren, etc. etc. Each tech point is therefore worth 5.99 points. And the game rounds down.
1000 points go to wonders. There are 310 wonder points, and the Palace is worth 5. Each wonder point is worth 3.23 points.
February 7th, 2010, 15:40
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Sounds quite plausible to me, Cyneheard.
I think there is a time factor worked into the total score as well. Or maybe this only applies to the "hall of fame" score, and is used to "normalize" the actual in-game score? I know it is set up to make your hall of fame score decline with time, so that earlier finishes get a much bigger factor.
February 7th, 2010, 15:45
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The in-game score is not scaled, but the victory score is. One of the figures the score reports is "score if victorious on this turn" or something like that. It should be like in the 10s of thousands for us right now. This is how some of my biggest end-of-game scores are from things like a BC-era Immortal rush.
February 8th, 2010, 02:42
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Well, I was unable to fall asleep post-Super Bowl elation (Nice win, Breesus), and the turn ended up flipping just as I was finishing up a write-up of the micro plan. That's attached, please let me know if something isn't clear. As soon as we decide on City #2's location (and name), we can fill out Grumpy and City 2's work schedule through T45, as well. I want to wait for BW before discussing dotmaps. I really want a river copper, would let us connect it without roads.
I saw a lion off to the west, likely the same one from much earlier. There's a sign for posterity. Eventually, we'll want to wipe those signs, but not for a while. At least while that lion still lives.
The turn flipped. No techs were discovered. We now know who all has a lake tile in their BFC:
Hannibal of Byzantium (Inner 9)
Zara of Ottomans (Inner 9)
Kublai Khan of Rome (Outer 12 of BFC)
2 teams gained a pop: Pacal of Carthage, and Huayna of Mali. That brings it to 8 civs with 2 pop.
1 Warrior was built. 5 warriors have been built, 2 have been slain. It's possible that we missed warrior production timed with a slain warrior.
I moved Gulliver N, as he's now healed! NE after this still looks to be the way to go. It's T21 now. We need Gulliver to screen the settler that will be created at the end of T35, so we just need to keep that in mind as we go forward.
February 8th, 2010, 04:15
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Agree on NE next. Glad Gulliver is finally healed and moving again.
GNP rank is interesting -- people switching from commerce tiles to food/hammer tiles to grow and build?
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