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Intersite Game - Turn Discussion Thread

(July 7th, 2013, 09:52)pindicator Wrote:
(July 7th, 2013, 09:30)scooter Wrote:
(July 7th, 2013, 02:41)kjn Wrote: Military stuff: We should promoheal the shock knight in Wismar to C2 - it needs 4 turns to heal right now. Maybe also promoheal the other knight as well.

Disagree with this. Nothing can hit those units this turn, so I can't see any reason why promoting this turn is better than waiting at least one turn.

Wouldn't it get them healed quicker so they can get back to the front lines faster?

Would it? It's healing this turn or next turn.
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(July 7th, 2013, 09:55)pindicator Wrote: I guess I don't understand this question. What is the benefit of 80% on t158 and 0% on t159 vs. the other way around? I would think that waiting until t159 would give us more concrete numbers to work with and take a lot of the guessing out as far as population or additional commerce from improvement micro and cottage growth.

My 1.31 raw beakers to tech beakers is an estimate from the length of the tech progress bar. I haven't bothered to work out the 'real' number (pre-req, known tech bonus, etc). If it is wrong, then I would prefer to run 80% on T158 so that we can adjust on T159 instead of the other way around.

(July 7th, 2013, 04:58)Ruff_Hi Wrote: Update: Beakers into PP ...
95 (current) + (7+1) x 1.31 (T158) + (585+1) * 1.31 (T159 at 80%) + ? * 1.31 (T159 extra) + 1500 + 171 x 3 (GS Bulb) = 2885
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(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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Oh, well it is the right modifier. 3 civs know Printing Press, and there are 8 civs in the game. So 0.3 * 3 / 8 = 0.1125 Truncate to two decimal places, add 0.2 for the pre-req bonus, and you get 0.31
Suffer Game Sicko
Dodo Tier Player
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CFC Wrote:Promotion-Heal

Choosing a promotion IMMEDIATELY heals 50% of the HP needed to reach 100HP. If the number of HP needed is odd, the number healed is rounded down. Eg. a unit with 21HP will heal to 21 + (100 - 21) * 0.5 = 60.5 "=" 60HP
A unit need not be eligible for healing to receive the Promotion-Heal.
Accepting promotions has no effect on a unit's eligibilty for healing, and the immediate Promotion-Heal is independent of the healing that happens at the beginning of your turn.

So promoting this turn heals more than promoting next turn.

Source: http://www.civfanatics.com/civ4/strategy...ealing.php
I have to run.
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(July 7th, 2013, 04:58)Ruff_Hi Wrote:
(July 4th, 2013, 11:34)Ruff_Hi Wrote: More on this front ...
Check: 85 (current) + 7 * 1.31 (T157) + 7 * 1.31 (T158) + 578 * 1.31 (T159 at 80%) + 20 * 1.31 (T159 extra) + 1992 (GS Bulb) = 2878 (2 beakers short).

We added 10 beakers into PP last turn. I was projecting 9. I forgot about the 1 free beaker. Other inputs ... 80% tech rate for T158 is 585. Population at T158 is 171.

Update: Beakers into PP ...
95 (current) + (7+1) x 1.31 (T158) + (585+1) * 1.31 (T159 at 80%) + ? * 1.31 (T159 extra) + 1500 + 171 x 3 (GS Bulb) = 2885

So - ? needs to be nothing, nil, nada. We actually have a population point in hand.

Critical Assumptions: Population remains at 171 or higher, tech rate at 80% remains at 585 or higher.

Question: Do we want to run the slider at 80% this turn and 0% next turn so that we know exactly what we need on T159?

The GP has been sped up by a turn. We are bulbing on t160 if we get a GS. So we have this turn and next turn to get the required beakers. scooter and I were assuming we'd run 80% next turn, but we could do it this turn instead.

Regarding promo-healing the knights, one of them has moved this turn and the other has not. The one that has moved will obviously not heal and thus there is no benefit to promoting. I agree with promoting the one that didn't move this turn, make sure you figure out the right one though. lol
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It's probably easier to do the beaker math on t159 (i.e. Run 80% then) than trying to predict now what our total population on t160 will be.
I have to run.
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The benefit of running 80% now is that we will know concretely how many beakers we've put into the tech, and thus there is less margin for error. Of course, another civ might complete the tech this turn and we would gain a bigger multiplier then.
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Weren't we settling our replacement city this turn? Did I miss that or am I off a turn?
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Yeah it's been settled. scooter didn't mention it.
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BTW, the reason our economy is in the crapper right now is that we are up to 30 cities now. No one else has more than 20... and nine of our cities are size 1. And ten of those cities were founded or captured in the last eight turns (T151 to T158).
Furthermore, I consider that forum views should be fluid in width
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