August 9th, 2013, 17:49
(This post was last modified: August 9th, 2013, 17:49 by Ruff_Hi.)
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The turn timer has been extended from next turn ...
Caledorn;12690181 Wrote:I am quoting a post made by mzprox in the other thread and reposting it here:
mzprox Wrote:We are fine with both pauses and increased timer. (pauses could cause problems, diplo screen, forgeting to repause etc, and long timers are bad if teams don't try to end their turn as soon as possible).
There is a chance btw that I will have access to the game after all, but I can not be sure, and I wanted to know maybe other teams would need this increased timer too. If no one else is interested then first let's see how well we can organize our playtime in this period then we may ask for pause/increased timer.
Admin decision: In light of this post, I am extending the Pitboss timer to 48 hours (that is 48 Pitboss hours, so should be 50-something hours per turn) effective next turn (I am changing the timer now, so when the turn flips the new timer will be in effect). If Team Apolyton gets problems organizing their playtime due to the holidays, then please let me know either here or via private mail ({my nick}@gmail.com), and I will extend the Pitboss timer to 96 hours to avoid any pause problems with teams locked in diplo screens, turnplayers forgetting to repause, etc. The timer will return to normal (36 Pitboss hours if any teams is at war, 44 Pitboss hours if there is no war) on August 25th.
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.
August 9th, 2013, 18:02
(This post was last modified: August 9th, 2013, 18:06 by sunrise089.)
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Sim 1, 30 cats, fewer RB promos: 13 knights (as the last attackers) managed to flank away all 14 cats. We lost 53 units (30 cats and 23 others).
Sim 2, 30 cats, more RB promos: 12 knights (as the last attackers) managed to flank away all 14 cats. We lost 54 units (30 cats and 24 others).
Sim 3, 30 cats, more RB promos, muskets rather than maces: 14 knights (as the last attackers) managed to flank away all 14 cats. We lost 51 units (30 cats and 21 others).
Summary so far: Rifles getting to the collateral max is hurting more than anticipated, and so even 30 cats isn't maxing collateral, leaving a few ~strength 11 units. If we have enough other units to hit first though 15 knights are effective flanking cleanup units.
Sim 4, 35 cats, more RB promos, muskets rather than maces: 12 knights (as the last attackers) managed to flank away all 14 cats. We lost 46 units (34 cats and 11 others).
Revised summary so far: There's an eventual cap where more cats aren't needed, but 30->35 is still in the sweet spot. After the Poly battle we should have ~50-60 standard units left even after accounting for the civplayers front, but basically no cats.
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More cats please
I am encouraged by those sims sunrise!
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(August 9th, 2013, 18:06)pindicator Wrote: More cats please
I am encouraged by those sims sunrise!
The problem is that if we get too many more cats now we won't have enough units for what we want to do in the west considering transit time from our far-south cities to the front(s) and from the civplayers border to the apolyton one. Remember my lower bound numbers for civplayers and poly should be pretty good, but my RB numbers have yet to be adjusted down for the reasons I mentioned earlier today.
It's possible that we can trade hammers for time thouigh by using fewer cats on poly. I tried to sim that out but generally better luck makes it tougher to compare. Over the next turn or so I'll try to run some more methodical sims.
Sim 5, 20 cats, more RB promos, maces -> muskets -> knights: 15 knights (as the last attackers) managed to flank away all 14 cats. We lost 41 units (20 cats, 14 maces, 7 muskets).
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What are RB promotions? Barrage? Wasn't it discussed above that this just gets units to the collateral max damage level faster? What other promos are available? Will C1 increase the change of getting a few hits on the defending unit?
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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Sorry, i am just excited to crush their dreams stack
That last result seems great. That'd leave us plenty of cats leftover for taking on CP
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(August 9th, 2013, 18:17)Ruff_Hi Wrote: What are RB promotions? Barrage? Wasn't it discussed above that this just gets units to the collateral max damage level faster? What other promos are available? Will C1 increase the change of getting a few hits on the defending unit?
How do you get this C1 cat and why do people keep suggesting it?
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(August 9th, 2013, 18:19)pindicator Wrote: (August 9th, 2013, 18:17)Ruff_Hi Wrote: What are RB promotions? Barrage? Wasn't it discussed above that this just gets units to the collateral max damage level faster? What other promos are available? Will C1 increase the change of getting a few hits on the defending unit?
How do you get this C1 cat and why do people keep suggesting it?
You click on the C1 promo button. Or is your sarcasm suggesting that cats cannot get C1. Just shows how long it has been since I have played civ.
What promos are available? CR1, Barrage, Drill?
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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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One other thing ... do we have an excel spreadsheet that can do single battle sims? If so, has anyone tried to expand it to do multiple unit battles and then wrap a sim engine (eg @Risk) around it? That would make Sunrise's sim battles a thing of the past.
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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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(August 9th, 2013, 18:17)Ruff_Hi Wrote: What are RB promotions? Barrage? Wasn't it discussed above that this just gets units to the collateral max damage level faster? What other promos are available? Will C1 increase the change of getting a few hits on the defending unit?
C1 was on cats in Warlords, and yes, C1 cats that could kill and were unable to be flanked were ridiculous.
For the sims:
Cats - Half barrage, half unpromoted
Maces - Half C1, half unpromoted
Muskets - A quarter C1, the rest unpromoted
Knights - A quarter C2, the rest C1
Sim 1 had fewer promos on the non-cats.
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