Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[PB63] Lurking the night away

Agree, because this is also a bit more work for Ramk and therefore more mistakes on his part can be made.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I'm also in favour of playing on, but I can't write a comment for ginger right now.
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I'll try to write something.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I totally missed this but I would also have voted in favour of playing on.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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(June 25th, 2022, 08:35)Amicalola Wrote: I totally missed this but I would also have voted in favour of playing on.

Yeah playing on is the right thing. In some pitboss i lost  my GG and half of units becasue i had stack atack sellected and by mistake I selected all units.This mistake is peanuts with what happened there,
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I'm pretty sure mjmd was the holdout, but just want to double check before announcing anything
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Yes I think he was the last holdout. But could we announce it after the turn rolled? There are only two players left to play and you know how I want to get every (unspoiled) turn for my tracking tool
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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To be fair, only Superdeath has conceded previously I think, but only him and Mjmd are really relevant anymore.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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T196

The players made it to the end, so let's dive into the report. As always all the data can be found here: PB63 Tracking

Before we start some notable observations:
  • We saw Cornflakes couldn't hold on to his newly acquired territory, when his neighbors started slicing him up.
  • Mr. Cairo tried another campaign against Mjmd.
  • In the last turns we saw how the world turned against the new leader (Ginger).
  • More wonders were built most of them by Ginger (T151 Spiral Minaret, T165 Christian Shrine, T170 Taj Mahal, T183 Sistine Chapel) but crucially the others also did get some like Mjmd (T173 Shwedagon Paya), Bing (T156 Notre Dame).

General state of the game

First of all the city count

  1. Ginger = 29
  2. Superdeath (IMP) = 17
  3. Mjmd = 15
  4. Mr Cairo = 13
  5. Bing = 11
  6. JackRB (IMP) = 11
  7. Cornflakes = 2
  8. Fabled = 0
  9. pindicator = 0
And here are the current amount of pop across those empires at the T196 mark:
  1. Ginger = 203
  2. Superdeath (IMP) = 137
  3. Mjmd = 132
  4. Bing = 122
  5. Mr Cairo = 90
  6. JackRB (IMP) = 85
  7. Cornflakes = 13
  8. Fabled = 0
  9. pindicator = 0
Ginger came out dominant in this category as one would assume of a PB-winner. The other players were still decently sized though.

I'm also tracking the actual gold and science output of the players. But some additional info is needed. Like in previous PBs the gold number does not include maintenance cost of any kind and the science output does not include KTB and prereq bonuses from other techs. Reason is that I want to compare these numbers to the commerce output to see the effect of modifier buildings and in case of science I want to be able to compare the science output between players and KTB and prereq bonus are a distraction in this case. Both numbers do include extra gold/science from specialists, modifier buildings and other stuff I haven't mentioned so far. These actual numbers are most interesting when we add up all the numbers of each turn. For the current turn and the players potential income the virtual numbers are still more useful. These virtual numbers were my previous tracking and they treated the slider as always being on 100% gold or science. At first I want to look at the current turn numbers of the virtual gold income (all players running 100% gold):
  1. Ginger = 1306
  2. Mjmd (ORG) = 1078
  3. Bing (ORG) = 510
  4. Superdeath = 466
  5. JackRB (FIN) = 447
  6. Mr Cairo = 358
  7. Cornflakes (AGG) = 62
  8. Fabled (ORG) = 0
  9. pindicator = 0
It's becoming clear that Ginger and Mjmd are far ahead of the others, who are still close together.s.

Of course things get more interesting if we take maintenance into account. FYI info this is the sum of all maintenance factors (city, unit, supply and civic).
  1. Ginger = 515
  2. Mr Cairo = 236
  3. Superdeath = 231
  4. Mjmd (ORG) = 212
  5. JackRB (FIN) = 207
  6. Bing (ORG) = 132
  7. Cornflakes (AGG) = 46
  8. Fabled (ORG) = 0
  9. pindicator = 0
Now what is a bit hidden is the effect of ORG. Of course Bing, being ORG, is low on this list, but so is Mjmd. He is only paying 37 in civic maintenance, the lowest amount of anybody (excluding Cornflakes). The next non-ORG leader was paying 58 and others like Superdeath or Ginger were paying 100 or 183 respectively. Now the main reason for this is that Mjmd is running Nationhood. Last time he was not in nationhood (T191) he was paying 67 in civic maintenance.

With the maintenance at hand we can now include that into the gold income to see how much gold everybody could make this turn:
  1. Mjmd (ORG) = 866
  2. Ginger = 791
  3. Bing (ORG) = 378
  4. JackRB (FIN) = 240
  5. Superdeath = 235
  6. Mr Cairo = 122
  7. Cornflakes (AGG) = 16
  8. Fabled (ORG) = 0
  9. pindicator = 0
Looks like thanks to ORG and Nationhood Mjmd took the top spot here. But let's not forget that Ginger is running a specialist economy. Oh and by the way Ginger is the first PHI player that one a PB for CtH. Last trait that did not win a PB so far is AGG by the way. Because of that specialist economy let's look at the current virtual science numbers to see how much science those players can produce.
  1. Ginger = 1764
  2. Mjmd (ORG) = 912
  3. Superdeath = 495
  4. Bing (ORG) = 485
  5. Mr Cairo = 411
  6. JackRB (FIN) = 403
  7. Cornflakes (AGG) = 88
  8. Fabled (ORG) = 0
  9. pindicator = 0
As you can see Ginger is slightly ahead of the rest thanks to his specialists. We also see that Mjmd is firmly in second place.

Now let's see how good the player did across the whole span of 200 turns. For this we look at the accumulated actual science numbers, which I already have described above:
  1. Ginger = 40506
  2. Mjmd (ORG) = 27879
  3. Bing (ORG) = 17209
  4. JackRB (FIN) = 14464
  5. Superdeath = 13540
  6. Mr Cairo = 12685
  7. Cornflakes (AGG) = 11978
  8. Fabled (ORG) = 3942
  9. pindicator = 485
What we already saw in the virtual science numbers repeats here.

But what exactly did the players do with all those beakers. Well fear not here it is:




As you can see Ginger is leading the pack by a good margin (as does Mjmd). There are also a few fun ahistorical things I wanted to highlight like: JackRB researching Alphabet directly after Literature (one would think you need an Alphabet for Litarture lol ) or Mr. Cairo researching Priesthood after Gunpowder

Production

Now next I want to turn to my new production tracking, but before that I have to explain in more detail how I collected this info for this PB. With this tracking I iterated through every city and added up all the hammers being produced this turn including forest chops and whips. It does include extra hammers from whipping, chopping and of course overflow. The only thing it is missing right now is hammers put into building wealth or science directly. I've also split the tracking into two categories Production and TotalProduction. Both work the same way but the important difference is that TotalProduction includes modifiers from buildings (forge, factory) and traits (All traits who have production bonuses). Now it's a bit sad that I can't divide it into more detail, but you can imagine that it will be very difficult for example to differentiate which extra hammer came from a forge and which from EXP granaries. Here are the accumulated total production numbers across 200 turns with the non-modified production numbers in parenthesis:

  1. Ginger = 42440 (33641)
  2. Mjmd = 31136 (25637)
  3. Superdeath (IND) = 30057 (25186)
  4. Mr Cairo = 19968 (17170)
  5. Bing = 19751 (16585)
  6. Cornflakes = 19723 (16661)
  7. JackRB = 18370 (16169)
  8. Fabled = 6906 (6105)
  9. pindicator = 324 (324)
As of this turn I won't be able to distribute these numbers to specific traits, resources or the forge bonus. The one thing I was most curious here are Superdeath' numbers. As an IND player we can assume that forges go up sooner compared to others and therefore the delta between those two numbers being higher. And this is actually the case with Superdeath making a good chunk of modified hammers more then the other players behind him.

Financial Bonus

Here I collected all the extra commerce a player (would) have gained if he was working Financial tiles. For example if you worked a river hamlet tile you normally gain 3 commerce and 4 commerce with FIN. In this case my tool notes down 1 extra commerce. This commerce is then multiplied with the corresponding gold modifier to make all economic traits more comparable with each other. Do not that the gold modifier calculation is not perfect right now and most likely higher then it should be. Luckily nobody has shrine income yet, which distorts the modifier calculation in a bigger way. You will also find that I am tracking the CtH implemenation of Financial as well as the normal BtS implementation for comparison. Keep in mind that we are playing with the newest FIN nerf, which was that water tiles only give extra commerce with a lighthouse present.

With all of that out of the way, let's look at the current turn numbers first:
  1. Mjmd (ORG) = 245
  2. Ginger = 206
  3. Bing (ORG) = 154
  4. Superdeath = 101
  5. JackRB (FIN) = 83
  6. Mr Cairo = 80
  7. Cornflakes (AGG) = 9
We usually expect FIN players to do better in this category, because they have the real incentive to work 3 commerce tiles. But don't be to hard on Jack. As we know he lost a good chunk of his empire across the game. It's also interesting to see that Mjmd is working a lot of commerce tiles compare to the game winner Ginger. Yet another indicator for his specialist economy.

Here are the accumulated numbers:
  1. Ginger = 13112
  2. Mjmd (ORG) = 12964
  3. Bing (ORG) = 7392
  4. Mr Cairo = 6182
  5. Superdeath = 6113
  6. JackRB (FIN) = 5622
  7. Cornflakes (AGG) = 3562
  8. Fabled (ORG) = 1724
Some players may ask themself, how much would the players have made without the lighthouse-FIN-nerf. For this it is worth looking at the numbers from the previous FIN version, which did apply extra commerce for land tiles at 3 and water tiles at 2. Here the accumulated numbers with the lighthouse variant in parenthesis for comparison:
  1. Ginger = 13671 (13112)
  2. Mjmd (ORG) = 13430 (12964)
  3. Bing (ORG) = 7618 (7392)
  4. Mr Cairo = 6580 (6182)
  5. Superdeath = 6354 (6113)
  6. JackRB (FIN) = 6371 (5622)
  7. Cornflakes (AGG) = 3908 (3562)
  8. Fabled (ORG) = 1868 (1724)
We see that by now the delta between those numbers became a lot smaller.

Lastly how severe is the recent nerf at the moment. Here the comparison for this lighthouse implementation compared to BtS (delta, reduction in percent):
  1. Ginger = 3370 (-20.45%)
  2. Mjmd (ORG) = 2496 (-16.14%)
  3. Mr Cairo = 1785 (-22.40%)
  4. Bing (ORG) = 1603 (-17.82%)
  5. JackRB (FIN) = 1514 (-21.22%)
  6. Superdeath = 1392 (-18.55%)
  7. Cornflakes (AGG) = 1142 (-24.28%)
  8. Fabled (ORG) = 553 (-24.29%)
We are now looking at a more reasonable reduction of around 16%-21%

Protective Bonus

This is somewhat interesting even though nobody is PRO, so let's look into the accumulated numbers
  1. Ginger = 5142
  2. Mjmd (ORG) = 4565
  3. Superdeath = 1624
  4. Cornflakes (AGG) = 1175
  5. Bing (ORG) = 1169
  6. Mr Cairo = 1084
  7. JackRB (FIN) = 892
  8. Fabled (ORG) = 344
  9. pindicator = 0
We see the now infamous return of domestic trade routes in war-torn lands. But that's not the only reason. Mjmd and Ginger were both running Mercantilism for a most of the last 50 turns.

Civics

Government:

Cornflakes and Superdeath were running Despotism exclusively. Ginger was running Hereditary Rule with some short periods of Police State. The rest is in Hereditary Rule exclusively.

Legal:

Mjmd is still running Vassalge and Bing and Superdeath joined him in that in T156 and T174 respectively. Like mentioned above Mjmd switched into Nationhood in T192. Jack and Cornflakes were running Bureaucracy exclusively. Ginger for the most part switched between Bureaucracy and Nationhood. Oh and Mr. Cairo stayed in Barbarism for the whole game.

Labor:

Everybody is a slave holder except for Ginger who run Serfdom for 35 turns and slavery for 11 turns.

Economy:

Only Mjmd and Ginger were Mercantilism. But Ginger tried Free Trade for 5 turns.

Religion:

Ginger was in Theocracy for the most part except for 5 turns of Orginzed Religion. Mjmd tried the opposite with Organized Religion for the most part and 5 turns of Theocracy. Cornflakes and Mr. Cairo were in Organized Religion exclusively and Bing since T178 too. Superdeath and Jack are Pagans.

Misc

I'm tracking a lot more but there is not enough information there to justify an own paragraph. Therefore a little summary here:
  • Mr. Cairo produced 1 great engineer in the last 50 turns.
  • Bing produced 1 great spy in the last 50 turns.
  • Cornflakes produced 2 great scientist in the last 50 turns.
  • Mjmd produced 5 more great persons in the last 50 turns.
  • Ginger has produced 7 great persons in the last 50 turns. All in all Ginger produced 13 great person across the whole game.

Now one last thing I wanted to mention is War Weariness. At some point I included a fix that allowed me to track this variable even if it is disabled. Here a short summary of the maximum value every player ever achieved across the whole game with the turn in parenthesis.
  1. Ginger = 567 (T188)
  2. Cornflakes = 231 (T133)
  3. Superdeath = 178 (T171)
  4. Mr Cairo = 178 (T178)
  5. Mjmd = 83 (T174)
  6. Bing = 79 (T191)
  7. JackRB = 7 (T170)
  8. Fabled = 0
  9. pindicator = 0
Now I cannot definitely say how much unhappiness these numbers would have caused as this is calculated on a per city basis and can only be done in a game with WW. Still it's save to say that JackRB, Fabled and pindicator would have been totally unaffected by WW. Same goes for Bing, who may scored a value of 79, but across the whole game he only scored 3 times values that might have caused something.
Mjmd is a bit harder. My guess is he would have had 3 turns at most, where he would have noticed WW and those could have easily be reduced with colosseums or ignored.
Mr. Cairo would have suffered 6 turns of WW unhappiness in his second war with Mjmd. That was also the time Mjmd scored the most WW.
Superdeath would have suffered 2 turns of WW unhappiness in his last war against JackRB, but he then signed peace immediately eliminating any unhappiness. It's possible he would have suffered 9 turns of mild unhappiness in his campaign against Cornflakes.
Cornflakes might have suffered 8-11 turns of WW unhappiness during his elimination of Fabled.
Lastly and most importantly Ginger. He would have suffered unhappiness. On T167 he scored a WW of 144 and that value never went down until the end. Even with Police State in his tool set I bet he would have suffered at least 1 unhappiness during those last 30 turns.
I think it's safe to say that WW would have caused the most damage to Ginger and might have even prevented or delayed his win in this game.

Comparing traits

The main goal of all this tracking of course is to compare the economic traits related around commerce income or maintenance reduction. So let's do this:




As you can see I changed the layout a little bit again in preparation for the new production tracking. I already color coded the 4 economic traits so that you easily see, who uses which trait. Except for FIN every trait has a hammer bonus so I included all of them. But I'm still disappointed in how this looks. I like how the 4 economics traits have light colors that are easy to distinguish. But with 7 more traits I'm running out of these colors. If anybody has a better idea how to do this I'm all ears.

Keep in mind that I am now factoring in the gold modifier for FIN and PRO. AGG and ORG are also modified by the added inflation they prevented.

As you can see FIN is now doing better then ORG across the board. But for some ORG is better (Cornflakes) or even very close by (Superdeath). Most notably though is that AGG has secured a pretty stable 3rd place in the ranking if you aren't running Mercantilism. But even for those players it's close just look at Mjmd.
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Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Writing about war weariness the first time in my reports made me more curious. So I went back and did some more calculation.

As mentioned Bing didn't occur much WW. I may have had a 15 pop city at his highest peak. Which only would have resulted 1 unhappiness for this 1 turn in the whole game.

I couldn't pinpoint exactly what the biggest city was for Mjmd during his peak, but testing with 15 and 20 pop, both revealed that he would have only occured 1 unhappiness in 2 turns across the whole game.

The biggest city that I found for Mr. Cairo was 12 pop during his second war with Mjmd. This would have resulted only in 1-2 unhappiness during 3 turns across the whole game. A colosseum would have reduced that to 1 unhappiness during these 3 turns.

Now Superdeath fought two wars with relevant WW. The first against JackRB in the T150s would have caused 1 unhappiness in a 15 pop city for 7 turns. A colosseum would have reduced that easily to 1 unhappiness for 1 turn. The last war was small in the T170. It would have caused 1 to 2 unhappiness in a 15 pop city for 2 turns. A colosseum would not have prevented that. Other then that no unhappiness from WW.

Cornflakes on the other hand is more complicated. As we know he fought and eliminated Fabled during the T120s T130s. His capital was his biggest city during that time with 15 pop. It would have suffered 1 to 3 unhappiness for 11 turns. With a colosseum this would have been reduced to 1 to 2 unhappiness for 8 turns.
His next biggest city was a 9 pop. This city would have suffered 1 to 2 unhappiness for 7 turns. A colosseum would have reduced that to 1 unhappiness for 5 turns.
All the other cities were 5 pop or smaller. Those would have suffered 1 unhappiness for 3 turns, which a colosseum would have prevented at all. Alternatively 4 pop cities would not have suffered unhappiness at all.

Lastly Ginger, who would have suffered the most. Most of his cities were around 10 pop. Those would have suffered 1 to 5 unhappiness from T167 onward. His 15 pop cities would have suffered 2 to 8 unhappiness in that time frame and lastly his cap with 20 pop would have had 2 to 11 unhappiness in that time.
This looks grim, but a colosseum reduces those numbers significantly. For 10 pop we would have had 1 to 4 unhappiness from T167 onward. For the 15 pop cities 1 to 6 unhappiness and the 20 pop cities 2 to 8 unhappiness.
But that's not all because he was able to run Police State. With that and the colosseum the 10 pop cities would have suffered 1 unhappiness in 12 turns during that last war. The 15 pop city would have suffered 1 to 2 unhappiness in 19 turns. And the 20 pop cities would have suffered 1 to 2 unhappiness from T172 onward.

As you can see Cornflakes and Ginger would have suffere severly from WW in this game. Superdeath also would have suffered to a lesser degree. I think it's fair to say that everybody else could have managed WW. One last thing I wanted to note is how much better all those WW reduction methods work in big cities. Keep that in mind next time you play with WW.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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