December 2nd, 2009, 14:57
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Cyneheard Wrote:It's 1:1 for the Spear and Chariot because they have the same strength. Except for +50% to melee units, which is worth 1k power, basically every unit in the game gets its strength in k power points, regardless of other bonuses. So skirmishers have 4k power, and bowmen with their +50% vs. melee are also worth 4k, but normal archers only 3k, despite their huge defensive bonuses. There are some exceptions that aren't relevant this game (like Jags still being 6 strength).
I never noticed the +50% melee thing being worth 1K.
Also, trebs (str 4) get 8000 points
December 2nd, 2009, 15:30
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Huh. Never really used trebs. Guess the +100% city attack doubles their value.
December 2nd, 2009, 15:52
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Yeah Trebs are great. Just need a motley of stack defenders for support, and they can handle all contemporary units.
December 2nd, 2009, 15:57
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Okay, so that makes sense from a power graph perspective, but in terms of "true" military effectives surely you don't need a Spear for every Chariot.
Darrell
December 2nd, 2009, 18:31
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darrelljs Wrote:Well that's music to me ears. I was actually hoping to get an Axe and a Spear out of Paris after the Granary completes so we can safely Camp the Deer. We might be able to slip a Barracks in between, I haven't simmed this out yet. If so, which unit would your prefer to have the XPs? The axe should get the promo, no question.
darrelljs Wrote:Just curious, but why is it 1:1 for Spear:Chariot? The movement points? Because I can't type. 1 spear for every 2 chariots.
Cyneheard Wrote:It's 1:1 for the Spear and Chariot because they have the same strength... darrelljs Wrote:Okay, so that makes sense from a power graph perspective, but in terms of "true" military effectives surely you don't need a Spear for every Chariot.
Darrell
Correct. My numbers were "we should have" numbers and any resemblance to power chart numbers is unintentional.
novice Wrote:Yeah Trebs are great. Just need a motley of stack defenders for support, and they can handle all contemporary units. I think trebs are terrible, but to each his own.
December 2nd, 2009, 19:11
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Okay T51 played. I whipped the worker, and we were almost in trouble as without working the furs we almost didn't have enough to complete Priesthood in 1. But we made it with 0 overflow (yay!)
Thoughts on where our warriors should go?
Spiros is almost healed in the capital - at 4/5 XP he's 1 fight away from getting Woodsman 2. We have the 2 warriors in Paris, and 1 more due in 2.
How comfortable do we feel about sending any of them out?
December 3rd, 2009, 06:43
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Did the Quecha move and/or did we get some kind of assurance e-mail back?
I really want to start clearing that fog south of Athens and west of Paris. I would think our 4 XP Warrior is a good unit to do that with but we'd need to send a Warrior back to Athens.
Darrell
December 3rd, 2009, 07:44
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Okay logged in and the turn had rolled over. Selected The Oracle and Archery, but didn't move any units.
The Quecha is not visible. Probalby in the fog to the west of Paris. I would say at least start moving Michel SW. I would put all EPs on a the Ottomans, they have 56 on us vs. 20, so I think they are focusing everything our way.
I'll try and re-calibrate the sandbox somehow based on the numbers I got in game.
Darrell
December 3rd, 2009, 08:13
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Turn 52
Tech: Priesthood -> Archery
Athens: Worker -> The Oracle
Athens: Wheat, Crab, Grassland Mine
Worker #3: Move east of Wheat
Slider: 100% Gold
Turn 53
Paris: Warrior -> Warrior
Worker #1: Move NE, build road
Worker #3: Chop Forest
Slider: 0% Gold
Turn 54
Paris: Deer, Gold (pop +1)
Turn 55
Worker #1: Move to W of Paris, build Farm
Slider: 50% Gold
Turn 56
Athens: Wheat, Crab, Fur, Grassland Mine (pop +1)
Worker #2: Move south
Worker #3: Move to W of Fur, chop Forest
Slider: 0% Gold
Turn 57
Tech: Archery -> Pottery
Paris: Warrior -> Archer
Worker #2: Chop Forest
Slider: 100% Gold
Turn 58
Slider: 0% Gold
Turn 59
Worker #3: Move to Forest NE of Copper
Paris: Farm, Deer
Turn 60
Worker #1: Move to NW of Paris, build Farm
Worker #2: Build a Mine
Worker #3: Build road
Turn 61
Athens: Wheat, Crab, Fur, Grassland Mine (x2) (pop +1)
Turn 62
Tech: Pottery -> Animal Husbandry
Athens: The Oracle -> Granary
Paris: Archer (Partial) -> Granary
Worker #3: Move to NW of Paris, build a Farm
December 3rd, 2009, 08:23
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There is some slop in the commerce, in my sim which I think is pretty well calibrated by now we have about 10 gold in the bank on turn 62. The key points to hit while working the slider are Archery on turn 57 and Pottery on turn 62.
Darrell
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