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Intersite Game - Turn Discussion Thread

(March 1st, 2013, 17:59)Merovech Wrote: frown We want to run 100% when we have the most multipliers, from a micro standpoint...

It's late, but I don't think this is true. Unless you mean libraries when you say multipliers.
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I'm guessing that Yes, Merovech means science multipliers like libraries and academies.
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I don't think turning on late turn would work (I also dislike the idea of it, feels shady personally) as they'd still see the spike on graphs.
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(March 1st, 2013, 17:52)Fintourist Wrote: Another idea is to run 100% research on meditation or something and finish CoL with overflow, but that's not very practical I guess.

I also like this idea, unless there are any specific micro reasons that we shouldn't.
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(March 1st, 2013, 18:48)novice Wrote:
(March 1st, 2013, 17:52)Fintourist Wrote: Another idea is to run 100% research on meditation or something and finish CoL with overflow, but that's not very practical I guess.

I also like this idea, unless there are any specific micro reasons that we shouldn't.

I'm still in a PBEM mindset though, where 1-turning techs hides your real GNP. I guess this is not so much the case in simultaneous turns, unless we add timer games to the mix (which we won't).

So maybe there's no reason to bother.
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(March 1st, 2013, 18:47)Qgqqqqq Wrote: I don't think turning on late turn would work (I also dislike the idea of it, feels shady personally) as they'd still see the spike on graphs.

If it works like pbems, I think the graph data points are taken from after the tech has been completed, so with all the tech modifiers divided out.
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(March 1st, 2013, 18:48)novice Wrote:
(March 1st, 2013, 17:52)Fintourist Wrote: Another idea is to run 100% research on meditation or something and finish CoL with overflow, but that's not very practical I guess.

I also like this idea, unless there are any specific micro reasons that we shouldn't.

Yeah, this is a better way to hide GNP. The multipliers will even out such that we don't lose beakers outside bizarre rounding (and we're getting lots of overflow already).
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Ugh, now I wish I hadn't said anything. Is it possible to stick with the current plan that's already been thoroughly simmed out and tested, rather than trying to make changes for the purposes of GNP hiding? There's basically nothing we can do at this point to hide our lead. At some point, we're going to be running 100% research on Code of Laws or some other tech with huge pre-requisite bonuses. The GNP spike is going to be there no matter what we do.

The alternative is running break-even research every turn, and I specifically suggested that about two months ago, only to have everyone say no. I personally hate the whole skullduggery of trying to hide information anyway; let's just play the damn game and do our best to win.
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(March 1st, 2013, 22:02)Sullla Wrote: let's just play the damn game and do our best to win.

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(March 1st, 2013, 18:17)SevenSpirits Wrote:
(March 1st, 2013, 17:59)Merovech Wrote: frown We want to run 100% when we have the most multipliers, from a micro standpoint...

No, that's irrelevant. We are going to put the same number of beakers into CoL no matter what rate we tech it at.


Yes, I was not thinking clearly-well, not exactly, because running less than 100% can cause rounding errors, which will be effectively multiplied by our tech bonuses, but that is infinitesimal.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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