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(July 3rd, 2013, 13:45)kjn Wrote: We should probably run 100% science the turn before we expect to receive the next GP, ie on T159. If it's a scientist, then we can immediately grab PP and get the bonus 1t early - which should be worth 50+ commerce.
We should run the exact minimum for the bulb to finish it that turn - we don't get overflow if we put too many beakers into it. So if 90% gets us close enough to finish with the bulb, we save quite a bit. Or if 90% +'a research build works, we likely come out ahead.
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(July 3rd, 2013, 13:49)Cyneheard Wrote: We should run the exact minimum for the bulb to finish it that turn - we don't get overflow if we put too many beakers into it. So if 90% gets us close enough to finish with the bulb, we save quite a bit. Or if 90% +'a research build works, we likely come out ahead.
No, the idea here is to run 100% science the turn before we can bulb. Then immediately get the tech if we get a GS. We can probably fudge things a little if we will get too many beakers, but I think it's more likely we will have to pick up 10% on the bulb turn to finish the tech.
On more productive notes, I WB:ed the battle for Worms, using a max fortified C1 spearman and the CG2 longbow with 15% fortify. Here are the odds for various units:
Unpromoted knight v. longbow: 11.89%
C1 knight v. longbow: 23.87%
C2 knight v. longbow: 28.32%
C1+shock knight v. spear: 65.94%
C2 knight v. spear: 65.46%
I think it makes sense to send in an unpromoted knight against the longbow. As long as we get at least two hits in on the longbow that should push it behind the spear in defending. If we get a single hit in then it's either a fifty-fifty with a C2 knight, 45% with a C1 one, or 37% with a bare one.
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(July 3rd, 2013, 14:09)kjn Wrote: (July 3rd, 2013, 13:49)Cyneheard Wrote: We should run the exact minimum for the bulb to finish it that turn - we don't get overflow if we put too many beakers into it. So if 90% gets us close enough to finish with the bulb, we save quite a bit. Or if 90% +'a research build works, we likely come out ahead.
No, the idea here is to run 100% science the turn before we can bulb. Then immediately get the tech if we get a GS. We can probably fudge things a little if we will get too many beakers, but I think it's more likely we will have to pick up 10% on the bulb turn to finish the tech.
Well, getting the tech immediately (thus getting an extra turn of the PP benefit) is only worthwhile if the benefit gained > the amount of wasted beakers from the bulb. You'd need to do some math in order to figure that out.
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There's some weird stuff that happens with respect to the order end of turn things get resolved in. That said, I'd be a little surprised if getting printing press applied it's effects on the same end of turn actions, but I figured it worth confirming.
Assuming commerce yields are set before research techs are completed on the end of turn sequence, getting as close as possible to finish it on the bulb seems best, so long as we don't overshoot by more than perhaps 60 beakers. The closer the better, obviously, and as a reminder, the GS yield will be 1500 + 3 * total population. So around 2000 beakers, but hopefully we can hit the number without too many research builds. Each 10% on the research slider probably yields like 80 beakers, so if it falls on the wrong spot, it will be annoying, and we wouldn't want to shuffle too much stuff around, lest we risk more losing on suboptimal builds than the 50ish commerce we stand to gain, on the 50-60% coinflip for the scientist.
July 3rd, 2013, 14:29
(This post was last modified: July 3rd, 2013, 14:30 by Jabah.)
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(July 3rd, 2013, 12:44)scooter Wrote: ... I have no idea what those CivPlayers Horse Archers are up to, honestly. I might ask if I can catch OT4E online...
Would it be a plausible scenario that they were supposed to be gifted/sold to the Germans soon.
They obviously won't do (too) much against us, but would definitely be able to finish wrecking WPC leftover and/or new stack
To be on the safe side, I would pack as many elephants as possible to protect our (cats) stack.
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(July 3rd, 2013, 14:09)kjn Wrote: (July 3rd, 2013, 13:49)Cyneheard Wrote: We should run the exact minimum for the bulb to finish it that turn - we don't get overflow if we put too many beakers into it. So if 90% gets us close enough to finish with the bulb, we save quite a bit. Or if 90% +'a research build works, we likely come out ahead.
No, the idea here is to run 100% science the turn before we can bulb. Then immediately get the tech if we get a GS. We can probably fudge things a little if we will get too many beakers, but I think it's more likely we will have to pick up 10% on the bulb turn to finish the tech.
On more productive notes, I WB:ed the battle for Worms, using a max fortified C1 spearman and the CG2 longbow with 15% fortify. Here are the odds for various units:
Unpromoted knight v. longbow: 11.89%
C1 knight v. longbow: 23.87%
C2 knight v. longbow: 28.32%
C1+shock knight v. spear: 65.94%
C2 knight v. spear: 65.46%
I think it makes sense to send in an unpromoted knight against the longbow. As long as we get at least two hits in on the longbow that should push it behind the spear in defending. If we get a single hit in then it's either a fifty-fifty with a C2 knight, 45% with a C1 one, or 37% with a bare one.
How about promoting 1-2 knights with flank promotions so they'll have quite good odds to withdraw. I don't know if thats worth it, just putting it out there.
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July 3rd, 2013, 15:00
(This post was last modified: July 3rd, 2013, 15:01 by Gold Ergo Sum.)
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(July 3rd, 2013, 14:29)Jabah Wrote: (July 3rd, 2013, 12:44)scooter Wrote: ... I have no idea what those CivPlayers Horse Archers are up to, honestly. I might ask if I can catch OT4E online...
Would it be a plausible scenario that they were supposed to be gifted/sold to the Germans soon.
They obviously won't do (too) much against us, but would definitely be able to finish wrecking WPC leftover and/or new stack
To be on the safe side, I would pack as many elephants as possible to protect our (cats) stack.
Pretty sure that is not allowed under our NAP, although that expires T160. They might put them up there to convince us not to immediately cancel the NAP. Does the terms of the NAP apply for ten turns post cancellation, or are both sides simply prevented from DOW'ing the other?
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
July 3rd, 2013, 15:03
(This post was last modified: July 3rd, 2013, 15:04 by Jabah.)
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(July 3rd, 2013, 14:49)Yell0w Wrote: How about promoting 1-2 knights with flank promotions so they'll have quite good odds to withdraw. I don't know if thats worth it, just putting it out there.
From my understand of flanking, giving C1 instead of Flanking I would in that case increase the survival odds [C1 24% win // F1 : 12% win & 9% retreat ]. Flanking II on the other hand is a lot better than C2 [C2 28% win //F2 12% win & 27% retreat]
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The cottage-chain-switch from Cutting Edge all the way through to Forbidden fruit's spices looks good to me, Scooter.
At Seven Tribes remember the cottage finishes this turn, so the engineer can be fired to work that tile.
Drafting this turn:
Starfall
Brick by Brick
And next turn:
Starfall
Ditchdigger
French Riviera (I said earlier to draft this after the barracks is done, but now I think we start the 10t timer on this turn. 1 xp won't make much of a difference).
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(July 3rd, 2013, 15:03)Jabah Wrote: From my understand of flanking, giving C1 instead of Flanking I would in that case increase the survival odds [C1 24% win // F1 : 12% win & 9% retreat ]. Flanking II on the other hand is a lot better than C2 [C2 28% win //F2 12% win & 27% retreat]
Adding in more from the sandbox:
Unpromoted knight v. longbow: 11.89%
C1 knight v. longbow: 23.87%
C2 knight v. longbow: 28.32%
Flanking 1 v. longbow: 11.89% win, 8.81% retreat
Flanking 2 v. longbow: 11.89% win, 26.43% retreat
C1+shock knight v. spear: 65.94%
C2 knight v. spear: 65.46%
So your intuition is correct, F2 has a higher chance of surviving the battle. On the other hand, you get a much lower chance of doing really decisive damage to the longbow with the F2 unit, and the survival odds isn't that much higher.
I think it still makes sense to send in a 0 XP knight - the first knight is likely to die anyway, so why not use one of our crappy ones?
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