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Okay so we had a little chat, and figure might as well write a few thoughts. Apparently Pyramids are really good at inflating your demo and score making us an even bigger target. However if the opportunity is there I still say go for it.
Apparently the map is based on PBEM29 which was basically a wheel map. So something similar with 6 spokes would make Rome a fair bit less scary. As the PBEM29 map looks like it'd be a long walking distance to rush anyone. Also has the advantages of having to defend one border until you expand into the middle.
Beyond that never really had to worry about boating before, so making it a personal goal not to lose a city to surprise boating.
Early tech path is an interesting question as well. Agr first seems the way to go. It's more when to fit in AH and Fishing to use all food resources. The first worker is also going to take ages if that sample map is accurate, with the desert hill instead of plains
My mind just went blank. So I guess that's it for now. One step closer to winning the posting war
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K Wrote:with the desert hill instead of plains 
What desert hill? ...
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Sian Wrote:What desert hill? ... The one we seem to start on in the ss you posted. Or is my eye sight bad?
Looking at it again seems to be a plains hill. I was just looking at the yield and could only see one hammer.
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I didnt remember a desert hill either <phew>
Thanks again for donating the map-making prowess, Sian. Now the important part: are we next to Agg Rome or not?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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Thanks for summing up the chat, K.
I think we need some kind of early wonder plan - either Henge or Oracle or both. Like you said, even 'mids if the opportunity is there. I think my micro and macro decisions will be such that jumping out in the demogs and score won't be a problem.
Also had a chat with Catwalk. He really wants this game to succeed, and I promised to give it my all. He also wanted to make sure we understood how diplo worked. I told him the only things I was not comfortable with:
1) that war effort was "binding". It is going to be easy for one side to consider the agreement broken because his partner didn't put *enough* effort into the war.
2) the practical application of the "extended" diplo itself.
I also told him that after looking at the number of PBEMs he's been in, I didnt consider him green at all and that we needed a PBEM category lower than greens - for noobs.
Other items: Also I want to try not to be too paranoid about Praets/Phracts coming to kill us this game, but I want to be ready. Even if the attacks never come and we fall behind, I'd rather not go out in a quick puff of smoke.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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I think the slower pace of the game will make your micro more thought out and hopefully better. Needing a category less then green not so much. Have to start somewhere. Being creative I don't really have much interest in Henge. Though half the game is creative so it might be there for the taking.
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I've started a C&D worksheet. I started this one from scratch, but stole ideas from rego and team's PB3 sheet.
I have no idea how to attack tracking the demos. I think we will get much less info than a PB game (no timing/civstats).
Things of note: The game hasnt even started and we are 4th out of 5 in tech! (36 beakers behind the Wheel Agri combo)
Here's the link:
https://docs.google.com/spreadsheet/ccc?...jZORXhieWc
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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Posted in the tech thread about the possibility of Scout starts - but since none of the civs start with Hunting, it isn't an issue.
Oh well, I'll leave it in there in the interest of sounding like a total noob (if I havent done that enough already  )
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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In the interest of regorraring up this thread, I found this on apolyton:
Code: How to determine soldier points (BTS version):
Factor 1- Population points. For every two population points from all your cities you get 1000 soldiers. So:
1pop = 0 soldiers
2pop= 1000
3pop= 1000
4pop= 2000
5pop= 2000
6pop= 3000 and so on.
Factor 2- Technologies:
2000 soldiers – Sailing, Hunting, Mining, Animal Husbandry
4000 soldiers- Wheel, Alphabet, Astronomy, Metal Casting, Compass, Construction, Steel, Radio, Satellites
5000 soldiers- Composites, Stealth
6000 soldiers- Mathematics, Chemistry, Combustion, Archery
8000 soldiers- Guilds, Fission, Flight, Bronze Working, Machinery, Assembly Line
10000 soldiers- Horseback Riding, Iron Working, Artillery, Industrialism, Rocketry, Advanced Flight, Laser
12000 soldiers- Gunpowder, Rifling, Military Science
Factor 3- City Improvement/Wonders
1000 soldiers- Trading Post, Shale Plant, Totem Pole
2000 soldiers- Walls, Dry Dock, Forge, Factory, Stable, Mint, Assembly Plant, Industrial Park, Levee, Dike
3000 soldiers- Dun, Barracks, Ikhanda, Citadel
4000 soldiers- Mt. Rushmore, Red Cross, Iron works, Ger, Statue of Zeus
6000 soldiers- Military Acadamy
8000 soldiers- Heroic Epic, Chichen Itza, Scotland Yard, West Point
10000 soldiers- Great Wall, Cristor Redentor, Moai Statues
Factor 4- Units:
2000 soldiers – Warrior, Quechua, Galley
3000 soldiers – Archer, Trireme, Caravel, Carrack
4000 soldiers – Spearman, Impi, Holkan, Skirmisher, Bowman, Chariot, War Chariot, Immortal, Galleon, Airship
5000 soldiers – Catapult, Hwacha
6000 soldiers – Swordsman, Juguar Warrior, Gallic Warrior, Axeman, Dog Soldier, Phalanx, Vulture, Pikeman, Landsknecht, Longbowman, Horse Archer, Numidian Cavalry, Keslik, East Indiaman, Privateer, Guided Missle
7000 soldiers – Cho-Ko-Nu, Crossbow
8000 soldiers – Praetorian, War Elephant, Ballista Elephant, trebuchet, Frigate
9000 soldiers – Maceman, Samurai, Musketman, Musketeer, Janissary, Oromo Warrior
10000 soldiers – Berserker, knight, Camel Archer, Ship of the Line
12000 soldiers – Grenadier, Cataphract, Cuirassier, Conquistador, Cannon, Ironclad, Fighter
14000 soldiers – Missile Cruiser, Rifleman, Redcoat, Anti Tank, Machine Gun
15000 soldiers – Cossack, Cavalry
16000 soldiers – Transport, Carrier, Bomber
18000 soldiers – SAM Infantry, Artillary
20000 soldiers – Infantry, Stealth Bomber
22000 soldiers – Mobile SAM
24000 soldiers – Jet Fighter
26000 soldiers – Gunship, Mobile Artillary
28000 soldiers – Marine, Navy SEAL, Submarine
30000 soldiers – Paratrooper, Tank, Panzer, Destroyer, Stealth Destroyer, Attack Submarine, Tactical Nuke
32000 soldiers – Mechanized Infantry
40000 soldiers – Modern Armour, Battleship, ICBM
I *guess* its accurate
Also, found this on weplayciv. I already understood the score (Land(20 turn delay) + Pop + Tech + Wonders), but have no idea how to derive the exact values. I assume it changes for speed and/or map size?
Code: How to determine score (for our map only as it changes on different maps):
Population: 4 or 5 points per pop increase
Land: 1.333 x Any land tile held in culture radius for 20 turns (round up)
Technology: 6 points per tech gained (5 for first tech).
Wonders: Unsure as yet
How top 5 city list is determined:
iTotalCityValue = ((pCity.getCulture() / 5) + (pCity.getFoodRate() + pCity.getProductionRate() \
+ pCity.calculateGoldRate())) * pCity.getPopulation()
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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So, pretty straight-forward... based on that we expect the following soldier counts to start:
Azza: 6000
Catwalk: 4000
Xenon: 6000
Archduke: 6000
us: 4000
superjm: 4000
World average: 5000
World max: (Azza): 6000
World Min: (superjm): 4000
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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