Originally posted by wodan11
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How well are you doing. (The Crossover Metric)
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Originally posted by Brael View PostNeat idea, I'll have to post mine of my latest game (just got back into civ after about 11 months off) whenever it happens. Reading these scores makes me realize just how much faster the game goes on lower difficulty and faster games, my usual one is Immortal/Marathon which generally provides a decent challenge (I can survive on Deity but I'm mostly in that area between finding Immortal too easy/repetitive and Deity impossible to progress until we're all in the modern era).
Curious though, since Marathon is 3x the build speed, but only 2x the build speed for units, should I stick to the turn/3 rule or no since it effectively makes units cost 2/3 as much, giving me more time to build infrastructure/wealth/research?
edit: for those who get confused easily, with my settings and size of map and the fact it takes the AI awhile to send reinforcements i can strategize more on marathon.
2nd edit: for the anal retentive people, "the only advantage with marathon is that troop movement is still the same but takes alot longer to build them compared to normal, with normal you do have a smaller window of error since the time it takes to replace lost units is alot shorter but with marathon you are able to be more strategic if you play similar huge maps such as i makes the window of error bigger since troop movement takes longer, if you attack them or defend some ways from your nation you have time to move reserves in place while they are continuing their march to your nation."
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with normal you do have a smaller window of error but with marathon you are able to be more strategic.
One might argue that the smaller windows of opportunity would equate to having to be more strategic.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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I'm not really sure either is more strategic, they're just different types of strategy. With marathon you have long drawn out games, there's more options available at any given time. You can certainly adopt more strategies than a quicker game, where you only have time to move in say one direction or another (particularly with warfare) but it just means there's more opportunity to make a mistake as well. Those extra turns work both ways, it means AI's can move armies around more freely, and making an AI mad might make you open to them attacking you for say the next 300 turns rather than 100 turns, so you have to be a bit more careful on the diplomacy side of things.
Anyways, at 195/498... still no crossover, or even close.
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Originally posted by brandonjm8 View Post2nd edit: for the anal retentive people, "the only advantage with marathon is that troop movement is still the same but takes alot longer to build them compared to normal, with normal you do have a smaller window of error since the time it takes to replace lost units is alot shorter but with marathon you are able to be more strategic if you play similar huge maps such as i makes the window of error bigger since troop movement takes longer, if you attack them or defend some ways from your nation you have time to move reserves in place while they are continuing their march to your nation."
FWIW, I got the gist right away... the finer points required multiple readings. Try spacing & caps!I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Originally posted by Theben View PostSheesh, I had to read that 3 times to fully understand what was said.
FWIW, I got the gist right away... the finer points required multiple readings. Try spacing & caps!
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thought id post my 3x crossover from same game mentioned earlier:
turn 639 (so 213 compared to normal)
1488 A.D.
871 beakers @ 70%
+81 gold/turn
rep gov't finally,
5x crossover:
turn 678 (226 compared to normal speed)
1413 beakers @ 70%
+181 gold/turn
getting a couple of AI's to open trade gave me almost 200 more beakersLast edited by brandonjm8; January 7, 2010, 07:49.
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RAH, have you been on the crack man? Does this have any relevance at all? Like, you could have 60 bpt by turn 60 and someone could have a stack of 15 war chariots about to come stamp you into the ground.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Now Now Krill... you know Rah would probably have 14 spearman already for the WC's
I do agree that if you have 60 beakers by turn 60, you've totally ignored building an army. But in the 150 to 200 range, if you aren't starting to crank out some beakers, you are going to fall behind in the key military techs. I don't really care what kind of army a person has if you ram cannons and grens down their throatKeep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by brandonjm8 View Postthought id post my 3x crossover from same game mentioned earlier:
turn 639 (so 213 compared to normal)
1488 A.D.
871 beakers @ 70%
+81 gold/turn
rep gov't finally,
5x crossover:
turn 678 (226 compared to normal speed)
1413 beakers @ 70%
+181 gold/turn
getting a couple of AI's to open trade gave me almost 200 more beakersKeep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Ming View PostNow Now Krill... you know Rah would probably have 14 spearman already for the WC's
I do agree that if you have 60 beakers by turn 60, you've totally ignored building an army. But in the 150 to 200 range, if you aren't starting to crank out some beakers, you are going to fall behind in the key military techs. I don't really care what kind of army a person has if you ram cannons and grens down their throatYou just wasted six ... no, seven ... seconds of your life reading this sentence.
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True enough... but after the early game is passed, if you can't "on demand" crank out 150 to 250 beakers per turn, somebody else is going to come on knocking with cannons before you get them. The first to cats, tribs, and cannons has a very distinct advantage.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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On demand? I think a good game should be able to crank out about 500 bpt by t140 on demand, and some times you have to make massive use of building research because you don;t have much cottagable land, which really skews the numbers.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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This was not meant to be an end all, I just wanted to use it for discussion and a VERY general guideline. If you can crank 500 by t140, as long as you've defended yourself, you're on the path to victory.
Ok Krill, assume one of our normal MP games, at what point would you be satisfied with crossover assuming you've taken care of business. At what point would you be worried if you hadn't and what would make you not care about it. GENERAL only.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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