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  • Cloak & Dagger

    Excel Reference Chart

    This is the thread for the less honorable tribesmen, who paralyze rabbits, peel bananas, betray PALs, threaten little islands with rising sea levels and do nasty things to Iberians to obtain information.

    (I guess this threat becomes obsolete, once we can assign espionage & intelligence more directly to our competitors and can use the threads set up by Ruff.

    However, for now I want to share a few thoughts here.

    From the points awarded (all 31) I guess it is save to assume all teams have settled their capital.
    Onwards to the demographics screen then. (This is for turn4)


    GNP: Everybody close together. We are in the lead because of being the only creative leader and culture counts into the GNP a well. So if you subtract the 2cpt we get extra we are still in the lead here.

    MFG: Well only one hammer for us, because we work the cows for now.
    The 4 hpt from the leader suggest that either a capital was settled on a plains hill and works another forest tile for example or a "normal" capital together with working a forested plains hill. If it the latter, someone stalls growth by churning out something fast.
    Since the second option does not make much sense for an early strategy (or does it?) I would tend towards option 1, a settled plains hill ...

    HOWEVER, .. and moving towards

    Crop Yields:
    One team only has 2fpt from the city tile. So they are really stunning growth for more hammers.
    The only possibility seems to be a worker, only they are using three hammers instead of three food like us. In that case I think it is save to assume they will loose out on 1gpt compared to us, since I do not believe there is an unimproved 0/3/1 tile(?)
    So, good news.

    Soldiers:
    Not so revealing for now, as units are factored in as well as techs.

    Land area:
    Being creative, we are the only capital that has popped the second ring, hence 21000km^2 (no water tile)
    The second civ also has no water tiles in their first ring (9000km^2) and is therefore not a seafaring one for now.

    We know about the last civ, with only 3000km^2. Now this means they have only two land tiles in their first ring!!! If they don't start with Fishing, I would say, they are a bit screwed.

    The remaining three civs own together 20 tiles (including 3 city tiles).
    That means at least two of them have access to water tiles in their first ring as a (9000+9000+2000 combination is not possible with 3000 already being the worst value.)
    I guess something like (7000+7000+6000) is a likely split which means that there are potentially four civs starting on the coast (or big fresh water lakes, although less likely with all those continents, I guess). This is quite useful to know, when it comes to Coastal Wonders. We have three industrious rivals, so at least one, but more likely at least two industrious civs start on the coast.

    Population:
    Not useful for now at all.

    Approval Rate:
    Not useful for now at all.

    Life Expectancy:
    With the massive health influx from our second ring we are well in the lead here. 10 health / (10health-1waste) = 90.
    Our value for the time before the border pop would have been 6 health / (6health - 1waste) = 85.

    In the early days it is easy to assess the other civs.
    Since everybody suffers at least 1 waste from population (poors sods having at least 4 jungles or three flood plains in the first ring could suffer one more waste).
    The only way this early to gather 87 years is by 7/8 meaning 7 health. We have +2 from the difficult level. Assuming the next best civ is the only expansive one we have it gets +2 from there as well. Leaves 3 health from either all forests (6-7 tiles) or 2 from river and 1 from forest (2-3 tiles). Further assuming for a worst case, that the expansive civ would not need to have settled on a river, they have quite some chopping potential already in their first ring.
    Now the last civ with 71 years: This can only be calculated that early by 5/7. So someone already picks up one additional waste by either 4 jungles or 3 floodplains in the first ring. (or a combination of both). The uneven number of health (5) means again the presence of at least 2-3 forest tiles in the first ring. (assuming nobody would settle on a food resource)

    So it seems we are doing pretty good in comparison in the early turns.

    I will try to keep monitoring this screen.

    All comments and thoughts are of course welcome.
    I never did a in depth analysis of the demo screen before, so there can of course be errors on my conclusions.

    mh
    Last edited by Sullla; August 26, 2008, 16:11.

  • #2
    Very nice detective work. I sometimes work a 3H tile when I am getting a fishing boat out. Thus zero growth for now, but a quick boost in my food very shortly.
    Quote: "All Happiness is the release of internal pressure"
    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
    woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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    • #3
      Very nice analysis. The only thing I have to add is that it appears at least one other team is doing same thing as us (Worker first, working 3/0/1 tile.) It could be revealing to see when somebody jumps ahead in soldiers (building first warrior), or in population (capital growing).

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      • #4
        Fantastic work, mostly harmless!

        Where is T-hawk, by the way? I hoped he would participate specifically for this kind of analysis.

        -Kylearan

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        • #5
          Analyzing single units of GNP from the demographics screen, thousands of years before civs contact each other, is a little bit deeper than even I usually go.

          Comment


          • #6
            Turn 5:
            Not much has changed:


            The increase in land size suggests that at least two civs have settled in place and got their borders popped.
            The second civ is listed with 17 tiles.

            Interestingly, the civ whith only two workable land tiles did not get its borders popped which means they moved at least once into their current position.
            (EDIT: Unless, of course, the poor fellows started on a three tile island. I assume we would have seen a complaint in the "Hanging Gardens" by now in that case.)
            We will know just how bad they are doing next turn, when they get their second ring.

            mh

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            • #7
              Originally posted by T-hawk
              Analyzing single units of GNP from the demographics screen, thousands of years before civs contact each other, is a little bit deeper than even I usually go.
              So you're saying you've started to slip then?

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              • #8
                Originally posted by T-hawk
                Analyzing single units of GNP from the demographics screen, thousands of years before civs contact each other, is a little bit deeper than even I usually go.
                Well what else is there to do? Wait for TPTB to reload (again)?

                Comment


                • #9
                  Continuing the trend of over-analyzing minor details from boredom, I noticed that PAL and Banana scores grew from 31 to 37. Does it mean their cities grew, or they popped techs from huts? (What else could cause score growth at this point?)

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                  • #10
                    Originally posted by regoarrarr


                    Well what else is there to do? Wait for TPTB to reload (again)?
                    lol

                    They took your advice. Next time tell them NOT to reload the game.

                    Comment


                    • #11
                      Originally posted by Zeviz
                      Continuing the trend of over-analyzing minor details from boredom, I noticed that PAL and Banana scores grew from 31 to 37. Does it mean their cities grew, or they popped techs from huts? (What else could cause score growth at this point?)
                      If it's pop growth this should be on the demo screen, but I'm not bored enough to check myself

                      Comment


                      • #12
                        Spy update:
                        For turn 6 the demo screen looks like this:


                        Three changes to the last turn.
                        1st: Production
                        Someone really goes hammer happy here, with getting 5hpt. There is only one possibility for that to happen. As far as I know, there is no unimproved tile that gives 4hpt(?). So someone is working a 3hpt tile (forested plains hill, or even more worrying with all the industrious teams around a stone or marble on a plains hill) and has settled the capital on a plains hill as well for the extra 1hpt from the city tile.
                        Seeing that they changed from 4hpt to 5hpt just this turn and not the previous, means that they only just popped their border now, having the forested plains hill in their second ring. So the deliberately moved their settler onto the plains hill.
                        No extra food apart from the 2fpt from city tile, so no growth.
                        More importantly, no extra commerce either, unless it is a unlikely stone/marble on a plains hill next to a river, which gives a 0/3/1 tile!
                        Will be interesting to watch the Soldier Score, as this civ, if they go for warrior spamming (instead of the more viable option: worker) could churn out a warrior every 3 turns.

                        2nd: Land Area
                        Everybody has popped their second ring by now.
                        We have two civ (including us) who moved their settler first and then have 20 land tiles to work (no water tiles whatsoever).

                        There is an additional civ with 16 workable land tiles that settled in place. I tend to predict they are also not on an ocean. (gut feeling or they are at the head of a narrow inlet).

                        Then there are two civs with approximately 12-13 workable land tiles each. At least one of them settled in place. My feeling is, both civs are on the ocean / big fresh water lake.

                        And then there are the "poor sods" with only 5 (!) workable landtiles, who actually moved their settler on the first turn.
                        I really hope for the sake of the game, that they are swimming in seafood. I was hoping that they might be the ones who went hammer happy to churn out a workboat soonest (which would also mean no risk of an earlier warrior spammer), but there is no civ present with fishing as its starting tech. Poor sods!
                        (There is a small chance that they are either PAL or Banana and have just researched Fishing now. More on that further down the post.)

                        3rd: Soldiers
                        The soldier points in the early days are easily calculated.
                        This is for Turns 1-5:

                        Banana:
                        Mining - 2000
                        Warrior - 1000
                        -----------------
                        Total - 3000

                        PAL:
                        Wheel - 4000
                        Warrior - 1000
                        -----------------
                        Total - 5000

                        Rabbits:
                        Hunting - 2000
                        -----------------
                        Total - 2000

                        Imperio
                        Mining - 2000
                        Warrior - 1000
                        ------------------
                        Total - 3000

                        Templars
                        Quecha - 1000
                        ------------------
                        Total - 1000

                        RealmsBeyond
                        Hunting - 2000
                        Mining - 2000
                        ------------------
                        Total - 4000

                        That fits the picture of turns 1-5:
                        Best Civ 5000 (PAL)
                        Worst Cic 1000 (Templars)
                        Civ average 2800 = (3000 Banana + 5000 PAL + 2000 Rabbits + 3000 Imperio + 1000 Templars)/5

                        In turn 6 no changes to the best and the worst, so no changes to PAL and Templars.
                        But the average has increased by 200.
                        That means the Sum of all opponents has increased by 200 x 5 =1000 soldier points.
                        Since PAL and Templars have not changed, one of the other three civ got it.
                        Further, it is not a (military important) tech popped from a hut, since techs give 2000 minimum.
                        The only way to increase your soldier points by 1000 (this early) is by gaining a warrior.
                        Either by a hut or more worrying by the feared warrior spammer.
                        Anyway, the early additional unit allows either Banana, Rabbits or Imperio to scout better than the other teams.

                        Increase in Points:
                        The increase in 6 points for the in game score can only be done by gaining a tech.
                        Either by research (Option 1) or by popping a hut (Option 2).

                        We know that no military relevant tech was gained, otherwise it would have shown up on the Soldiers Score.

                        Option 1:
                        Within 5-6 turns the following techs could be researched:
                        Fishing
                        Mysticism
                        (Mining - military relevant tech)
                        (Hunting - military relevant tech)

                        Fishing would made sense, if either of Banana or PAL would be the "poor sods" civ.
                        With three other civs (Rabbits, Imperio & Templars) already starting with Mysticism, it seems unlikely someone wants to catch up on the religion race. (but you never know).

                        Option 2:
                        If the tech was popped from a hut it could be anything except military relevant techs as all techs give 6 points from the in-game score.

                        (Overview of early military relevant techs, that they did not get:
                        Sailing, Hunting, Mining, Animal Husbandry,
                        Wheel, Alphabet, Metal Casting,
                        Mathematics, Archery
                        Bronze Working, Horseback Riding, Iron Working)

                        So, again some interesting developments.
                        This should again give something to read about in these early turns.
                        Imagine how many tribes / early civs must have died out by sheer boredom.

                        mh

                        Btw.
                        I use the following site to try to make sense of the demo screen:
                        I have noticed that there has been a fair amount of argument about the Demographics screen, both with how they get the numbers and what they mean. So I decided to do a little digging through the code and do some experiments to see how it all worked to see if the Demographics can be of any use...

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                        • #13
                          Great scott, it is amazing what you can deduce from the meager amount of information available, if you know what you are about . What if the 5H person got an event that gave 'em some food, they've grown, and are now working a couple of tiles? Could the extra population be where the 6 points came from? BTW, I think your scenarios is far more likely, just throwing out an alternative. This is more fun than the game itself will probably be .

                          Darrell

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                          • #14
                            Increase in population would have been directly visible on the demo screen.
                            All cities are size 1 at the moment.

                            mh

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                            • #15
                              I continue to be very impressed m_h. There is one more way to reach five hammers per turn however - settling on a stone or marble hill, which gives 3(!) hammers in the city tile, and then working anything else really. This play is so strong in MP that many players will move blind and risk having no food.

                              Also, lol at the power numbers suggesting the team with by far the most real power (Inca) are last in power. Weird system in the early game.

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