Given that ElGrillo and me were not agreeing, I think the reload shouldn't have happened before at least one other person chimed in; unless you yourself looked into it Ramk. ElGrillo is right that this is borderline.
[PB60] Lurking the Final Frontier
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(August 8th, 2021, 00:46)superdeath Wrote: (...)Emp difficulty and no late game trait + a neighbor that took my gems + another neighbor that reached and took another gems that could be mine.. + this being a "this is your blob" style map means IMP was more or less... bad. Creative was pretty good, but as you can see, wasnt a deciding factor on what empires are favored right now. (...) I don't think the issue was IMP or the "designated land" areas, but more that SD lacked any way to pay for his cities on EMP. With PRO (or maybe even ORG) SD should have been the one to claim most of the contested areas (w/gems). Instead we saw the usual problem with Catherine; over-expansion into a stagnating economy. (August 8th, 2021, 02:56)Tarkeel Wrote: over-expansion into a stagnating economy. As best I can tell, Superdeath didn't expand significantly faster than anybody. "Designated land" maps screw Imp, always. Whether than screw is surmountable is another question.
There is no way to peace. Peace is the way.
IIRC; he stopped expanding before hitting the contested land because he couldn't pay for his new cities, while others could.
That's what happens when you take two expansion traits at high difficulty level instead of taking an economic trait. Catherine and Joao are top tier leaders on Noble/Prince but they're distinctly 2nd rate at Emperor.
fnord
I keep seeing that meme, but I don't know why it stays alive. BtS Charlemagne, the Burger King himself, just won the Civforum Huge/Deity Pitboss.
It's not the case that Superdeath stopped expanding before hitting contested land because of maintenance costs. When Mjmd and Lazteuq/Civac grabbed their border gems, Superdeath had one more city than each. Not sure what happened there, since I've only been dipping in and out. Superdeath went Metal Casting before Currency because he wanted the +2 metal happy, which I don't think was the correct order. He also maintained a gigantic Mfg lead by working some very unpalatable mines. (I saw he improved a desert hill with a mine, but I'm not sure if he ever actually used it.) There are plenty of ways for Catherine to avoid crashing her economy on Emperor. It can be true both that symmetrical, demarcated maps disadvantage Imp and that Superdeath hasn't played his hand optimally.
There is no way to peace. Peace is the way.
I didn't follow the German PB very closely but if a turkey of a leader like Charlegmagne won on those settings it just underscores that player skill and neighbour luck are vastly more important than traits.
High difficulty punishes those who expand too quickly without adequate economic support. Whipping out cheap settlers is the only thing Imp is good for and it gets weaker as difficulty (and hence maintenance costs) goes up. If Superdeath is losing contested regions to other players in his settling race it wasn't because Imp was weakened by the map. Settling contested regions first is the only thing Imp does well.
fnord
(August 9th, 2021, 17:01)naufragar Wrote: I keep seeing that meme, but I don't know why it stays alive. BtS Charlemagne, the Burger King himself, just won the Civforum Huge/Deity Pitboss. Deity is only hard for humans. The AI gets a lot of bonuses with it. Among those are heavily reduced maintenance cost.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
I'm so glad that Amicalola played his turn before I left for vacation. I only have a laptop with a broken spacebar, which makes writing these reports annoying. Here is the T150 report. As always all the data can be found here: PB60 Tracking
General state of the game
With this PB I'm also tracking gold at 100% and science at 100%, but for these early turns they are identical to the ones from Total Commerce. Mind you these are not reduced by the maintenance and science is actually 1 beaker higher then these numbers, which is the standard 1 beaker you always get even during anarchy. Keep in mind that these numbers are virtual as nobody can run 100% of gold or science for all the time. Here you will see the gold numbers with the science numbers in parenthesis.
Next let's see how the players do if we add up all the gold numbers (and science in parenthesis).
Now we have to set everything in context of maintenance. Thankfully I am now tracking the full picture of maintenance across all relevant data (unit cost, unit supply, civic maintenance, city maintenance and inflation). Adding everything together we have the following current turn maintenance numbers:
With this maintenance we can now get a clearer picture of the current gold rates, which present themselves this way
Will we see a similar picture with the accumulated numbers of accumulated gold - the accumulated maintenance.
Financial Bonus As a disclaimer just as last time, here I collected all the extra commerce a player (would) have gained if he was working Financial tiles. For example if you worked a river hamlet tile you normally gain 3 commerce and 4 commerce with FIN. In this case my tool notes down 1 extra commerce. You will also find that I am tracking the CtH implemenation of Financial as well as the normal BtS implementation for comparison. Keep in mind that this is the first time we are playing with the newest FIN nerf, which was that water tiles only give extra commerce with a lighthouse present. Looking at the current turn numbers first:
Here the accumulated numbers:
But how much would the players have made without the lighthouse-FIN-nerf. For this it is worth looking at the numbers from the previous FIN version, which did apply extra commerce for land tiles at 3 and water tiles at 2. Here the accumulated numbers:
Lastly how sever is the recent nerf at the moment. Here the comparison for this lighthouse implementation compared to BtS (delta, reduction in percent):
It's also good to know what the reduction would be without the lighthouse-nerf:
Protective Bonus This is the first time we are playing with the 100% trade PRO bonus, but I'm spoiling you right away. There is no big difference between this and the previous version at this state of the game. Here are the current turn numbers:
Also here are the cumulative numbers:
Misc I'm tracking a lot more but there is not enough information there to justify an own paragraph. Therefore a little summary here:
Comparing traits The main goal of all this tracking of course is to compare the economic traits related around commerce income or maintenance reduction. So let's do this: Regular readers will notice that I changed the layout for these: We see some notable changes in the trait evaluation compared to previous games:
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee |