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Lizzy's rise to greatness

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  • Hercules
    replied
    Okay I got interested and did a rudimentary source dive. Here's what I got, which is probably way wrong but I'll let DanF or someone else (or myself, later) correct me, as I probably farked up somewhere The setting-dependant constants are given as examples.

    These are calculated independently for each city.

    Distance to capital maintenance:

    either:
    MAX_DISTANCE_CITY_MAINTENANCE * DISTANCE_TO_NEAREST_CAPITAL * ((CITY_POPULATION + 7) / 10) * WORLD_MODIFIER * DIFFICULTY_MODIFIER * CIVIC_MODIFIER / MAX_DISTANCE
    or:
    MAX_DISTANCE_CITY_MAINTENANCE * DISTANCE_TO_FARTHEST_CITY * ((CITY_POPULATION + 7) / 10) * WORLD_MODIFIER * DIFFICULTY_MODIFIER * CIVIC_MODIFIER / MAX_DISTANCE

    Whichever is smaller. No idea about the lower one - maybe for Civs with no capital, like the barbarians?

    MAX_DISTANCE_CITY_MAINTENANCE: 25
    DISTANCE somewhere: I think just 1.5 per diagonal plot and 1 per cardinal plot
    WORLD_MODIFIER: Standard=0.80, Huge=1.00
    DIFFICULTY_MODIFIER: Noble=0.75, Immortal=1.00
    CIVIC_MODIFIER: 0 for State Property, 1 for rest
    MAX_DISTANCE: I guess the longest possible distance on a given map

    Number of cities maintenance:

    (NUMBER_OF_CITIES + (NUMBER_OF_VASSAL_CITIES / NUMBER_OF_TEAM_MEMBERS)) * ((CITY_POPULATION + 17) / 18) * WORLD_MODIFIER * DIFFICULTY_MODIFIER * CIVIC_MODIFIER

    WORLD_MODIFIER: Standard=0.30, Huge=0.20
    DIFFICULTY_MODIFIER: Noble=0.70, Immortal=0.95
    CIVIC_MODIFIER: 1
    Maximum value for this type of maintenance: Noble=5, Immortal=7

    Colony maintenance:

    ((NUMBER_OF_CITIES_ON_LANDMASS - 1) * ((CITY_POPULATION + 17) / 18) * WORLD_MODIFIER * DIFFICULTY_MODIFIER)^2
    0 if capital on landmass
    0 if No Vassals enabled

    WORLD_MODIFIER: Standard=0.45, Huge=0.30
    DIFFICULTY_MODIFIER: Noble=1.00, Immortal=1.50

    This is capped as well at:
    Noble=2*DISTANCE_MAINTENANCE
    Immortal=2*DISTANCE_MAINTENANCE

    --------------------------------------------------------------------------------
    Last edited by Silu; Sep 29, 2009 at 03:47 AM. Reason: Added colony maintenance
    Got this from a Silu post at CFC.

    I guess max distance ie longest possible distance has kicked in.

    Leave a comment:


  • Hercules
    replied
    Originally posted by mzprox View Post
    Aurora is founded. There is problem though, in the actual map the city 'distant from palace' cost is much higher than those in our test maps. 1,72 vs 1,13. this means that we pay one gold more for maintenance which is at this stage about 10% of our entire income. This will affect our science rate and might affect our plan for further development. Would be nice if someone could create a test map which has the same maintenance costs. (obviously the map we are playing on is quite biger than the huge settings)
    I looked back at the test maps (t43 and t50) and in particular our second city. In one the distance from palace cost was 1.41 and in another the distance from palace cost was 1.69. I didn't find a 1.13 and in both cases the maps were Huge and Emperor.

    Yes there is a difference but maybe not as large as we thought.


    Edit: I did find 1.13 in the test game t36 at post 57. Interesting this variation.

    Leave a comment:


  • Dinner
    replied
    I want the flood plain then the horses settled. I'm fine with worker, worker, settler, settler if we really can get it done in 7-8 turns. After that build a scout and let him run wild.

    Leave a comment:


  • Calanthian
    replied
    my builds in Apolyton would be : worker - worker - settler - settler

    So there would only be 7 or 8 turns between both cities.

    Leave a comment:


  • LzPrst
    replied
    should we have another vote on whether to settle horses before flood plain? I am a bit uncertain. A good tech lead is always healthy, but it could invite hostility as well. a good production rate is often preferred to income in my book, but with the cost of cities being higher, we may need that gold even more than we thought.

    what was the delay? if we build city 3 for the flood plains, was it 20 more turns before we could settle the horses? wouldnt 2 settlers back to back be the best option, then a ton of workers to catch up with the land improvement?

    if anyone has second thoughts on their votes, please speak now.

    Leave a comment:


  • Calanthian
    replied
    If the map is bigger, and maintenance is higher, then it would be logical to get those cottages going first..
    As we will be farther away from our competition.

    Leave a comment:


  • mzprox
    replied
    Aurora is founded. There is problem though, in the actual map the city 'distant from palace' cost is much higher than those in our test maps. 1,72 vs 1,13. this means that we pay one gold more for maintenance which is at this stage about 10% of our entire income. This will affect our science rate and might affect our plan for further development. Would be nice if someone could create a test map which has the same maintenance costs. (obviously the map we are playing on is quite biger than the huge settings)

    Leave a comment:


  • Hercules
    replied
    This sounds more like it guys, but I will wait for the test game results based on city 3 W of the horse and on that city NW of oasis option.

    Meanwhile it looks like Belle's next move will be S to the hill.

    To the east looks like desert.

    I wonder if plako designed the map such that the civs have desert buffer zones east and west.

    Leave a comment:


  • LzPrst
    replied
    I say we grab the horse first. I know the value of those extra cottages, but in a game like this I believe paranoid>meticulous

    Leave a comment:


  • mzprox
    replied
    Click image for larger version

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    Moved warrior2 SE

    Aurora will be founded in this turn, but I will do that later. I'm toying with some idea hot to develop further. we have many great sites for food and production, however we don't really have too much to build: military units we can't have too many and we need more advanced ones than warriors anyway, granaryies, barracks are not top priority yet, more settlers/workers: possibly, but civ upkeep is rising.
    I wouldn't mind building our next city next to the horse, I also like the city spot NW of the southern oasis, just one road and immediately can work on the oasis and even on Arora's cow 8while i can switch to more floodplain cottage). so many options..

    Leave a comment:


  • Calanthian
    replied
    Just took a look around. Didn't play a thing..

    Leave a comment:


  • Calanthian
    replied
    Mz, when you check my first test game (the first build schedule, a few threadpages back) you can explore that possibility.

    There is room for improvement in that test game..

    Leave a comment:


  • mzprox
    replied
    city3 is important there to help us grow the cottages, we can however switch the oder how we found them. going for horse city first results in less science, but more production. I will make a testgamew for that too.

    Leave a comment:


  • Calanthian
    replied
    And we have to wait for the horse to actually get hooked up...
    We don't need to wait.. It can be hooked up around turn 50.


    Even if we have to make a temporary trade off in beakers & hammers, we need to do this. Our long term security and position in the game is going to be determined more by politics and information then it will bean counting.
    Agreed. We really need to scout more. Let Bellerophon continue AND build chariots around turn 50.

    Leave a comment:


  • OzzyKP
    replied
    I agree with DNK.

    Even if we have to make a temporary trade off in beakers & hammers, we need to do this. Our long term security and position in the game is going to be determined more by politics and information then it will bean counting. Obviously we want to keep up our excellent min/maxing, but we're in a very competitive game with some extremely talented foes we can't expect them to leave us alone as we tweak our way to victory.

    Most of us wanted to build a scout early on to make contact right away but you two opposed it and suggested a compromise that we'd send out our first warrior instead. Well he ended up getting recalled for guard duty.

    Leave a comment:

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