Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoiler] Fintourist loses his multiplayer virginity

The base (unimproved) tile yield is what's considered when calculating city tile yields, not improved. So yeah, while the sheep improves to 3/2/2 with a pasture, a city on that hill is just 2/2/1. Generally, settling on resources is inferior to improving them, in a pure yield sense (obviously, for strat resources, sometimes its worth it for the security). Only notable exceptions are often sugar (only 4/0/1 improved, but gives 3/1/1 tile city) and dry rice or bananas if it looks like Calendar/Civil Service are a long way off for improving them to 5-yields.
If only you and me and dead people know hex, then only deaf people know hex.

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Thanks!
2/2/1 it is and I can scratch that option..
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When you update to BTS 3.19, you are probably best off updating through civfanatics.
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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(October 22nd, 2012, 15:19)Merovech Wrote: When you update to BTS 3.19, you are probably best off updating through civfanatics.

Thanks. I will do that.
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(October 22nd, 2012, 07:06)Fintourist Wrote: C&D questions:

You're a member of the ISDG team. That means you get access to what is probably the most elaborate Civ statistical analysis package ever built.

But be advised that a proper C&D analysis takes a lot of time, and often to relatively little return.
Furthermore, I consider that forum views should be fluid in width
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Howdy! BRick checking in. Been meaning to comment re: C&D questions, will be able to do so soon.
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(October 22nd, 2012, 07:06)Fintourist Wrote: C&D questions:

Demographic screens.
I assume it shows the most current state in the game. Assuming I am the No. 3 in the turn order the demos will already show the situation after the first two have played their turns and not the situation at the end of the last full circle. Am I correct?

Things affecting score formula:

Techs. 4 points each in the ancient era?
Population. X points each? Was it 2 or 3?
Land area. Tiles counted after 20 turns of ownership. What is the formula here?

Power rating:
Could someone provide me the link with information on how different buildings and techs boost soldier points. I assume military units bring base strength * 1000.
Population:
1 pop = 1000 population
2 pop = …
Has somebody a link for this or do I have to try manually smile

Espionage Screen:
If someone has a good guide how to utilize information there I would be interested. Otherwise I guess I start searching myself if I just have enough time..

Tech costs & formula:
If someone can provide me the beaker costs of ancient techs (normal speed) and the formula that takes prereqs and known-tech bonuses into account it would awesome.

So there are lot of things. And I am grateful to anyone who can give me at least some hints where I can get this information. I do not know if I have the capacity to search forums for this information, but I would like to try doing C&D to some extent.

There are ways to figure all of this out, but I think the biggest factor is:

(October 23rd, 2012, 07:55)kjn Wrote: ...a proper C&D analysis takes a lot of time, and often to relatively little return.

Now that said, there are some key C&D resources, or at least things we can keep a tab on with relatively little work involved, one of the relatively easiest would be Score:
Cyneheard Wrote:SCORE.
Your score is the sum of 4 factors:
Population.
Land.
Wonders.
Tech.

Population: Each pop is worth a fixed amount of points, based on the map. We can find this out on the first turn of the game.

Land: If we owned every land tile on a map, then we would have 2000 points. Each land tile is worth (2000 / # Of land tiles on the map). We can find this out on the first turn of the game. Mouse over our civ's score, and this should pop up:

[Image: ms8eC0of]

In this game (and this shot is from T0):
Each Population point is worth 5000 / 2107 = 2.37 points
Each Land tile is worth 2000 / 2054 = 0.97 points.
The 5000 and 2000 are defined in the XML; 2107 and 2054 are map-dependent. The more watery the map is, the higher the pop score is relative to the land score. T-Hawk got to about 3x the map's "Max" population in his Marathon Sushi high-score game. But corporations break game mechanics in a lot of ways.

Land tiles only count when they've been owned for 20t, so I usually mark on a chart when I expect a civ to earn land points from settling their capital, expanding borders, etc. etc. If you look at the "Score" page here, and scroll up, you'll notice that on T20 and T21 Rego put in "9 (22) land", meaning: 9 land tiles earned 22 score on that turn for that civ.

Wonders: Each wonder (National OR World, so the Palace counts) is worth (1000 / 62) = 16.13 points per wonder. So wonders 1 - 7 are each worth 16 points, wonder #8 is worth 17, etc. etc.

Tech: Each tech is worth 6*that tech's era value (1 = Ancient, 2 = Classical, 3 = Medieval, etc. etc.) (EXCEPTION: the first tech is worth 5 points, not 6, because it's technically 5.99 points * the tech's era value). So we start with 11 points from tech, and earn 6 per Ancient Tech, 12 per Classical, and 18 per Medieval tech.


Now, demographics can also be very helpful, but requires a lot more guess work, and with 4 other players that dreaded maths to get the individual values for each civ we face. Here is a link to a page explaining all of it, if you wanna see if you would want to undertake this: http://www.civfanatics.com/civ4/strategy...aphics.php
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Thanks BRick and welcome aboard! I was assuming that you are playing with Viqsi, but your support is definitely more than welcome. Your C&D explanation is extremely helpful.

One small question related to score calculation. Are all the subcategories rounded down or only the total score?

@ kjn: ISDG team's C&D thread is the only one that I still haven't opened so I will study that before I shoot that many questions again. smile

@ BrickAstley: Any thoughts related to the opening? I consider SIP and scouting around the capital counter-clockwise. Starting from the east. I'm going to think more about techs, when the picking begins. My initial plan is to take Financial leader and Agri-civ. Let's see how I use the last point if we go with the 6 point system.

And just confirming, I can not build working boat if I settle 1E?
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(October 23rd, 2012, 12:09)Fintourist Wrote: Thanks BRick and welcome aboard! I was assuming that you are playing with Viqsi, but your support is definitely more than welcome. Your C&D explanation is extremely helpful.

Well I asked, but she didn't seem to be too concerned about wanting it, so I came over here as you had asked first. Unfortunately, I had looked at some vet threads and the map thread this weekend without thinking, so I cannot offer any advice that that might have tainted, but I'll help answer more general stuff.

Quote:One small question related to score calculation. Are all the subcategories rounded down or only the total score?

Should be all of them.

Quote:@ BrickAstley: Any thoughts related to the opening? I consider SIP and scouting around the capital counter-clockwise. Starting from the east. I'm going to think more about techs, when the picking begins. My initial plan is to take Financial leader and Agri-civ. Let's see how I use the last point if we go with the 6 point system.

Can't answer scouting questions, since I saw map info. rant

Quote:And just confirming, I can not build working boat if I settle 1E?

Since it is adjacent to the water, I would think you should be able to. Might be wrong though. You could always load a SP map, settle SW of a 1 tile lake w/ fish, and see if you could build a boat then.
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Damn you Brick! A greeny like me would have benefited from your advice! cry

On the other hand, I wanted to try my own limits so in that sense it is good to be on my own regarding the strategic choices. I will surely have enough questions for you that you can answer with good conscience. smile

I will test the working boat thing before the game starts.

Edit: That smiley is simply awful..
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