July 23rd, 2013, 20:41
(This post was last modified: July 23rd, 2013, 20:41 by NobleHelium.)
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You cannot force a cultural flip. And yes, that is the only case where units get damaged.
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What ever happened to worrying about an AP cheese win?
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Hey, Sullla, are you going to keep with the livestreams now that the war is over?
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"Spread culture" does increase odds of flipping, so that could be the confusion. If I recall from 13, it's a pretty worthless mission though.
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(July 23rd, 2013, 20:58)Commodore Wrote: "Spread culture" does increase odds of flipping, so that could be the confusion. If I recall from 13, it's a pretty worthless mission though.
Spread culture gives you culture in the city IF you happen to capture it somehow, from what I remember.
July 23rd, 2013, 21:49
(This post was last modified: July 23rd, 2013, 21:49 by NobleHelium.)
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No, spread culture increases your tile culture in the city slightly (as a percentage of your current culture), and only if you already have culture there (since a percentage of zero is still zero).
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(July 23rd, 2013, 21:32)Ichabod Wrote: Spread culture gives you culture in the city IF you happen to capture it somehow, from what I remember. (July 23rd, 2013, 21:49)NobleHelium Wrote: No, spread culture increases your tile culture in the city slightly (as a percentage of your current culture), and only if you already have culture there (since a percentage of zero is still zero).
I'm taking the culture spread discussion to the EP thread.
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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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(July 23rd, 2013, 16:05)Boldly Going Nowhere Wrote: (July 23rd, 2013, 14:12)Zargon Wrote: <<Zargon's typically strong analysis of the game situation>>
TL;DR: Let's build an invincible defense with muskets and cats instead of pushing for rifling asap with wealth builds, because we might not make it in time and we might get revolted out of nationalism even if we do.
I love reading your posts because your analysis is so thoroughly reasoned. Thanks. I'm sometimes a bit hesitant to make strongly worded suggestions since I'm a rather newer contributor, even if I've been lurking since early PBEM17. I'm approaching the game from a generic game-theory angle rather than a specifically Civ 4 angle, since I have a lot more experience in the former, so I'm glad my points translate well to at least one person.
To expand a little bit on the "build an invincible army of cats and muskets", I don't think we should drop everything and build cats and maximize the draft. Simply that we should play as though we have to defend against Apolyton and CP and CFC and we have to do it without rifling. If we had to, we could throw the switch and produce something like 20 cats out of BbB, AO, FP, and CE over the next 12 turns, to go with the 9 we'll get out of HF and the 7 we're getting back from the war. We could probably draft something like 40 muskets over that same timespan with aggressive but not emergency-mode drafting. If that's more than enough to handle the worst case scenario as it exists this turn, then we can cautiously produce other things from our production cities, like spies or missionaries or a pair of settlers for island cities now that we have basically no foreign trade routes.
Next turn we run the same calculation. What's the high end estimate for what might be thrown at us on turn 175, and do we need to start building cats and aggressively drafting now to stop it. That high-end estimate could go way down if we get a NAP with CFC, or it will go down naturally if the status quo is maintained, or it will stay the same if they throw down the gauntlet by finishing rifling and drafting 5 cities. It should never go up. And as long as the potential defense we could build stays above the potential stuff they can throw at us, we can build long-term economy. If we underestimate them, we emergency-whip everywhere and lose cities. If we overestimate them, then we take 1-2 turns longer to get to rifling (our 100% gold rate is probably going to top 500 before rifling, as we add ~40 mature cottages) and have spare cats instead of missionaries or settlers.
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Assuming worst case scenario (CFC on board with a t175 attack), what kind of garrison do we want in Starfall?
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(July 23rd, 2013, 22:57)Zargon Wrote: Next turn we run the same calculation. What's the high end estimate for what might be thrown at us on turn 175, and do we need to start building cats and aggressively drafting now to stop it.
Worst case scenario: civplayers steal nationalism and switch to it, then all three teams start drafting like mad, producing 15 units per turn just from drafts. That would be hard to match, since we can only draft 5 per turn, and even worse if they spy result us out of nationalism.
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