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Trade routes are goofy. The short version:
- the number displayed in the trade route screen is the absolute hex distance between cities, not the length of the actual trade route path, which can be different if there's intervening terrain (water, mountains)
- the path length number of tiles along the shortest route as determined by the pathfinding routines. Keep in mind that traders will only embark/disembark at cities or harbors when calculating paths.
- the number of trips a trader will make is based upon the path length and game speed: FLOOR(10/path length) + 1 at standard speed.
- the number of turns a trade route will last is based upon the number of trips and the path length: # trips * path length * 2
The consequences:
- Trade routes of length 6 & 7 take fewer turns than one of length 5
- Trade routes of lengths 11 - 19 take fewer turns than one of length 10
- Trade routes longer than length 10 have one round trip and take 2*length turns to complete
- All trade routes have a minimum duration of 22 turns.
For example, your trade route from Camorr -> Karthain would take 30 turns, but the trade route from Camorr -> Port Prodigal takes 24 turns and Camorr -> Lashain takes 22 turns.
CQUI shows the turn duration of the trade routes, not the absolute path length as the vanilla UI does, despite the clock icon in the trade route view.
If you want to full nitty gritty with graphs, go here: https://forums.civfanatics.com/resources...ide.25529/
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(May 1st, 2018, 07:46)suboptimal Wrote: Trade routes are goofy. The short version:
- the number displayed in the trade route screen is the absolute hex distance between cities, not the length of the actual trade route path, which can be different if there's intervening terrain (water, mountains)
- the path length number of tiles along the shortest route as determined by the pathfinding routines. Keep in mind that traders will only embark/disembark at cities or harbors when calculating paths.
- the number of trips a trader will make is based upon the path length and game speed: FLOOR(10/path length) + 1 at standard speed.
- the number of turns a trade route will last is based upon the number of trips and the path length: # trips * path length * 2
The consequences:
- Trade routes of length 6 & 7 take fewer turns than one of length 5
- Trade routes of lengths 11 - 19 take fewer turns than one of length 10
- Trade routes longer than length 10 have one round trip and take 2*length turns to complete
- All trade routes have a minimum duration of 22 turns.
For example, your trade route from Camorr -> Karthain would take 30 turns, but the trade route from Camorr -> Port Prodigal takes 24 turns and Camorr -> Lashain takes 22 turns.
CQUI shows the turn duration of the trade routes, not the absolute path length as the vanilla UI does, despite the clock icon in the trade route view.
If you want to full nitty gritty with graphs, go here: https://forums.civfanatics.com/resources...ide.25529/
To you suboptimal I say thanks.
To those rules I say. WHAT?
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Anway, Chevalier has an impressive overall score and nearly as much empire score as I do.
And now he dowed me, whilst Japper sweet Japper actually sent me a DoF. Maybe I let him be the last on the chopping bloc?
In any case, this means Alhambram who denounced me once again and Chevalier who dowed me have woken up. They both fear and rightly so that I will soon have the eastern half of the continent.
No matter for now, but the worst case is that those go buddy buddy and if they are smart they will conquer Japper. Not much I can do about that, Japper´s milpower has stagnated even whilst being at war with me.
Which means I need to be smarter and first of all do a Knight/Kesqik push against Alhambram as soon as I am able and fix my backwards economy ASAP.
Anyway. On to the war.
Initial:
Attack on the city takes about 60 damage. If not for a huge counterattack, his city is toast.
Fighting barbs up in the north.
And my scout finds the southwestern edge of the map and does:
Huh, peculiar.
In any case, preparing builder builds in all cities for a switch to Feudalism, except Karthain and Camorr which churn out another horseman.
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With regards to CMF and Al, in the short term maybe watch Rowain's gold. They may try to prop him up with gold (I doubt CMF will send units halfway across the map).
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Yeah, but with the current science rate, the only issue could be swordsman, but I am confident that Rowain opted for warcarts over warriors. I doubt he has knights or crossbowman. Or I hope so.
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Regarding Rowain & CMF's tech advancement, check where they are on the lower slider bar - that might give some insight as to which critical techs they have. CMF declaring war here doesn't make any sense - why do that? There's no emergency declared as far as we know (how DO those work in multiplayer? Do they happen at all?) unless something's really buggy, but even then he's on the other side of the map. I would keep an eye out on Port Prodigal just in case he's being clever and has a few galleys from some Maritime Industries chopping.
May 2nd, 2018, 22:48
(This post was last modified: May 2nd, 2018, 22:48 by TheArchduke.)
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Well, I did not expect Sumeria to be that house of cards. Or maybe I underestimate how seriously I buffed my troops.
In any case, the initial setup makes me very confident that Sumeria will fall and quickly so.
A watermill there boosts construction, the government plaza disappears, although I don´t have my own. Damn, why not a useful district here for me.
A stunning victory for my GG.
If there is no unit going in, the next city falls next turn.
My main worry for the possible dutch (or before that cree) campaign. How to get a frigging ram there in time. Check that, 18 turns.
3 campus charted out, going full builder mode now. I doubt I need more reinforcements.
Tally of losses:
TheArchduke: 0
Rowain: 2 warcarts, 1 archer.
Remind me why we banned Sumeria again?
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(May 2nd, 2018, 22:48)TheArchduke Wrote: Remind me why we banned Sumeria again?
There were no Mongols then.
May 3rd, 2018, 02:31
(This post was last modified: May 3rd, 2018, 02:50 by TheArchduke.)
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Do not want to be too harsh here, but imo it is just a question of preparation. In this game there was a very dangerous window of a nasty attack by warcarts which Rowain did not do.
Even not being Mongolia, if you go for either archers, spearman or walls you can easily defend against a foe with a bonus against you. But you have to sacrifice some development speed to do that. Emperor K and Rowain should have both built more military and quicker. Rowain should have aggressively settled towards me whilst I was buy in the north and fortified the mountain passes and took Granada and fortified it. Instead he built an Oracle.
You can deal with Sumeria.
Scythia, I am not soo sure, that civ is crazy.
EDIT:
I just noticed that I hit my planned target of 8 chariots and 8 horseman exactly.
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I agree with Ituralde - there were no Mongols. As far as banning Scythia everyone is concerned with the free cavalry units and the horse archer rush. I think this overlooks the fact that the Saka Horse Archer has a maintenance cost of 2 and if you start building them out you can quickly crash your economy (been there, done that in an SP game or two).
The routing to Antananarivo can't be trusted - pathfinding is touchy enough but when you go through fog the pathfinder treats all tiles as MP 1. The 18 turn transit time is a minimum because as soon as one of those fog tiles shows up as a hill or mountain the path is out the window. If you're shooting for speed in movement the best bet is to transit your units via the sea, land and form up a few tiles east of the target and then invade.
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