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Intersite Game - Turn Discussion Thread

(July 3rd, 2013, 14:15)scooter Wrote:
(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.

Did someone say math? smile

So stuff to figure out:
* Empire-wide Population we will have the turn we bulb the scientist
* Amount of beakers that bulb will get us (1500 + 3 * population)
* Difference in beakers needed to get Printing Press
* The minimum amount of beakers we need to run in order to bulb Printing Press with zero wastage

How many civs have Printing Press right now?  Just 1?  If so then the multiplier should be

floor(1 + 0.2 + 0.3 * 1 / Total Civs, 0.01)

IIRC
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How many turns until the scientist is born? We don't have to do any calculations until the turn before it is born
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The next GP is due T160 (eot 159), and we hope to get the scientist (it's a 49% chance or so). So we need to do the calculations T159, before we end turn.

Right now, three teams know PP: Apolyton, CivFr, and Univers.
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(July 3rd, 2013, 16:19)kjn Wrote: The next GP is due T160 (eot 159), and we hope to get the scientist (it's a 49% chance or so). So we need to do the calculations T159, before we end turn.

Right now, three teams know PP: Apolyton, CivFr, and Univers.

6 opponents total, right?

And what is the total cost of PP?
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Eight teams in the game, and PP costs 2880b. I don't know how many we have right now, and we're putting 8 raw bpt into the tech right now (scientists in ED), which should give us 10 bpt into the tech right now.

Remember that the known tech bonus is additive with the prerequisite bonus, not multiplicative. The C&D sheet has a handy table for computing the effective beakers under various circumstances, in the Helper tables sheet.
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You can use maths ... or you can use pixels.

The tech needs 2880 beakers. We have 162 population so a Great Scientist will yield 1992 beakers. The green line is 448 pixels long (2880 beakers) so a line that is 1992 beakers is 310 pixels long (the red line). It also tells you where the cutoff is.

[Image: ISDG-0008.jpg]

I dialed the tech rate up to 100% for the above screenshot.
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Well? What slider% makes us just barely touch the red line?
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(July 3rd, 2013, 19:15)Nicolae Carpathia Wrote: Well? What slider% makes us just barely touch the red line?

About 85% or 80% plus about 70 beakers.
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Hey guys. I plan to play the turn in about 90 minutes. That will be 10:30pm EDT. I also plan on live streaming via the same site Sullla has been using. Now, I don't have a mic, so we will be restricted to chat, but I'm hoping this will be useful regardless. I'll post the link to the stream in a bit.

Sorry it's a little later than when Sullla usually plays, but this is just what works best for me. Hopefully several of you can make it in. smile
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No to Flanking promotions on knights. These are awesome start of the art military units with the highest base strength of any unit in the game right now. We are wasting their potential by sticking Flanking stuff on them. Use flanking promotions if your two-movers are outdated and you expect them to die, just hoping to retreat and get collateral on a siege stack. That's not the case here. Go Combat I/Shock or Combat II. First knight probably dies but cripples the longbow so the next knight cleans up.

I would take Wismar first and see if the Sentry guy spots anything. If not, move up the one-movers towards Wien (remember to road the tile west of the city with provided workers). I'm sure that scooter can handle it fine. Good luck and kill some more Germans. hammer
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