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Turn 76, 1000BC

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  • #91
    Thanks, Krill. I was more concerned about out-dated combat, and maybe formula typos , rules than anything. The odds window has made me lazy when it comes to figuring out exactly what's happening with the numbers.

    Indeed, HM. If we win, I suggest we write up a fitting eulogy for such a worthy opponent (Donegeal the archer, not Vox in general ).
    Solomwi is very wise. - Imran Siddiqui

    Comment


    • #92
      Code:
           1     O2   2     O3   3    Result
       1  1.8 / 26.6 1.4 / 81.4 0.0  Win 1
       2  0.7 / 99.0 0.0             Win 2
       4  1.8 / 26.6 1.4 / ??.? 1.4  Fail
       5  2.2 / 10.4 0.1 /100.0 0.0  Win 3
       8  2.2 / 10.4 0.0             Win 4
      10  2.2 / 10.4 2.2 / 10.4 2.2  Fail
      11  1.8 / 26.6 0.9 / 97.0 0.0  Win 5
      15  1.8 / 26.6 0.9 / 97.0 0.0  Win 7
      17  2.2 / 10.4 0.1 /100.0 0.0  Win 9
      18  1.8 / 26.6 1.4 / 81.4 0.0  Win 10
      19  1.4 / 80.0 0.5 / 99.9 0.0  Win 11
      27  2.2 / 10.4 1.4 / 81.4 0.0  Win 14
      32  2.2 / 10.4 1.0 / 96.7 0.0  Win 16
      33  1.8 / 26.6 0.0 /           Win 17
      34  1.8 / 26.6 1.8 / 26.6 0.0  Win 18
      36  1.0 / 89.8 0.0 /           Win 20
      39  0.3 /100.0 0.0 /           Win 22
      40  0.7 / 99.0 0.0 /           Win 23
      45  1.8 / 26.6 0.5 / 99.9 0.0  Win 26
      46  1.8 / 26.6 0.0 /100.0 0.0  Win 27 * Strength after 2nd skirmisher 0.08 displays as 0.0
      47  2.2 / 10.4 1.4 / 81.4 0.0  Win 28
      50  2.2 / 10.4 0.1 /100.0 0.0  Win 29
      --
      22 attacks where first skirm takes them to 2.2 or less. Win 20, lose 2.
      
       7  2.6 /  3.2 1.8 / 42.0 1.8  Fail
       9  2.6 /  3.2 2.2 / 10.7 0.5  Fail
      12  2.6 /  3.2 1.4 / 82.3 0.0  Win 6
      13  2.6 /  3.2 1.4 / 82.3 0.9  Fail
      14  2.6 /  3.2 2.2 / 10.7 2.2  Fail
      16  2.6 /  3.2 0.0 /           Win 8
      21  2.6 /  3.2 1.4 / 82.3 0.0  Win 12
      22  2.6 /  3.2 2.6 /  3.2 2.6  Fail
      23  2.6 /  3.2 2.6 /  3.2 1.4  Fail
      24  2.6 /  3.2 2.2 / 10.7 1.8  Fail
      28  2.6 /  3.2 2.6 /  3.2 2.2  Fail
      30  2.6 /  3.2 1.4 / 82.3 0.0  Win 15
      31  2.6 /  3.2 1.8 / 42.0 0.4  Fail
      37  2.6 /  3.2 2.6 /  3.2 1.8  Fail
      41  2.6 /  3.2 1.4 / 82.3 0.0  Win 24
      42  2.6 /  3.2 2.6 /  3.2 1.4  Fail
      43  2.6 /  3.2 0.9 / 97.0 0.0  Win 25
      49  2.6 /  3.2 2.2 / 10.7 1.8  Fail
      --
      18 attacks where first skirm takes them to 2.6. Win 6, lose 12
      
       3  3.0 /  0.8 3.0 /  0.8 1.8  Fail
       6  3.0 /  0.8 2.6 /  3.2 1.8  Fail
      20  3.0 /  0.8 1.8 / 26.6 1.8  Fail
      25  3.0 /  0.8 0.7 / 99.0 0.0  Win 13
      26  3.0 /  0.8 2.6 /  3.2 2.2  Fail
      29  3.0 /  0.8 3.0 /  0.8 2.6  Fail
      35  3.0 /  0.8 1.4 / 80.0 0.0  Win 19
      38  3.0 /  0.8 2.2 / 10.4 1.0  Win 21
      44  3.0 /  0.8 2.6 /  3.2 2.2  Fail
      48  3.0 /  0.8 3.0 /  0.8 2.6  Fail
      --
      10 attacks where first attack bounces. Win 3, lose 7
      (\__/)
      (='.'=)
      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

      Comment


      • #93
        Originally posted by notyoueither
        Code:
           Odds for 1st skirm attack are 0.08
         1 Strength after 1st skirm attacks
        O2 Odds for second attack
         2 Strength after 2nd attack
        O3 Odds for 3rd attack
         3 Strength after 2nd attack
        
             1     O2   2     O3   3    Result
         1  1.8 / 26.6 1.4 / 81.4 0.0  Win 1
         2  0.7 / 99.0 0.0             Win 2
         3  3.0 /  0.8 3.0 /  0.8 1.8  Fail
         4  1.8 / 26.6 1.4 / ??.? 1.4  Fail
         5  2.2 / 10.4 0.1 /100.0 0.0  Win 3
         6  3.0 /  0.8 2.6 /  3.2 1.8  Fail
         7  2.6 /  3.2 1.8 / 42.0 1.8  Fail
        [b] 8  2.2 / 10.4 0.0             Win 4[/b]
         9  2.6 /  3.2 2.2 / 10.7 0.5  Fail
        10  2.2 / 10.4 2.2 / 10.4 2.2  Fail
        11  1.8 / 26.6 0.9 / 97.0 0.0  Win 5
        12  2.6 /  3.2 1.4 / 82.3 0.0  Win 6
        [b]13  2.6 /  3.2 1.4 / 82.3 0.9  Fail[/b]
        14  2.6 /  3.2 2.2 / 10.7 2.2  Fail
        15  1.8 / 26.6 0.9 / 97.0 0.0  Win 7
        [b]16  2.6 /  3.2 0.0 /           Win 8[/b]
        17  2.2 / 10.4 0.1 /100.0 0.0  Win 9
        18  1.8 / 26.6 1.4 / 81.4 0.0  Win 10
        19  1.4 / 80.0 0.5 / 99.9 0.0  Win 11
        20  3.0 /  0.8 1.8 / 26.6 1.8  Fail
        21  2.6 /  3.2 1.4 / 82.3 0.0  Win 12
        22  2.6 /  3.2 2.6 /  3.2 2.6  Fail
        23  2.6 /  3.2 2.6 /  3.2 1.4  Fail
        24  2.6 /  3.2 2.2 / 10.7 1.8  Fail
        25  3.0 /  0.8 0.7 / 99.0 0.0  Win 13
        26  3.0 /  0.8 2.6 /  3.2 2.2  Fail
        27  2.2 / 10.4 1.4 / 81.4 0.0  Win 14
        28  2.6 /  3.2 2.6 /  3.2 2.2  Fail
        29  3.0 /  0.8 3.0 /  0.8 2.6  Fail
        30  2.6 /  3.2 1.4 / 82.3 0.0  Win 15
        31  2.6 /  3.2 1.8 / 42.0 0.4  Fail
        32  2.2 / 10.4 1.0 / 96.7 0.0  Win 16
        [b]33  1.8 / 26.6 0.0 /           Win 17[/b]
        [b]34  1.8 / 26.6 1.8 / 26.6 0.0  Win 18[/b]
        35  3.0 /  0.8 1.4 / 80.0 0.0  Win 19
        36  1.0 / 89.8 0.0 /           Win 20
        37  2.6 /  3.2 2.6 /  3.2 1.8  Fail
        [b]38  3.0 /  0.8 2.2 / 10.4 1.0  Win 21[/b]
        39  0.3 /100.0 0.0 /           Win 22
        40  0.7 / 99.0 0.0 /           Win 23
        41  2.6 /  3.2 1.4 / 82.3 0.0  Win 24
        42  2.6 /  3.2 2.6 /  3.2 1.4  Fail
        43  2.6 /  3.2 0.9 / 97.0 0.0  Win 25
        44  3.0 /  0.8 2.6 /  3.2 2.2  Fail
        45  1.8 / 26.6 0.5 / 99.9 0.0  Win 26
        46  1.8 / 26.6 0.0 /100.0 0.0  Win 27 * Strength after 2nd skirmisher 0.08 displays as 0.0
        47  2.2 / 10.4 1.4 / 81.4 0.0  Win 28
        48  3.0 /  0.8 3.0 /  0.8 2.6  Fail
        49  2.6 /  3.2 2.2 / 10.7 1.8  Fail
        50  2.2 / 10.4 0.1 /100.0 0.0  Win 29
        Bolded ones look like luck to me - and more Wins on luck than Failures on bad luck - I would take those out of the equation.

        Regardless, unless there's someway to see this as less than a 50/50 shot...

        Comment


        • #94
          wait a mo...I think Solomwis odds don;t take into account the freestrike on the second and third skirms...
          You just wasted six ... no, seven ... seconds of your life reading this sentence.

          Comment


          • #95
            Originally posted by Krill
            nye, I seriously disagree that if we lose 3 skirms attacking that we are not screwed. Vox simply don't have the units or tech to stop us running them over.
            They would be in a position to dleay our attack significantly. Our 3 skirms are doing more than depriving them of 3 tiles. They are keeping them from sending 2 or 3 more archers over to us as well as slowing any improvements they may like to make to their land.

            So they would have, basically, a number of archers that can't approach us because they'll die due to sheer lack of odds unlike us, no cities but one settler, no tile improvements...and 20 turns before we have cats they'll have to mount a defense against units that deal collateral damage and will knock down their cultural defense.

            They have not a hope in hell even if we lose the choke, because the choke has already achieved it's aim.
            They will have more units to harrass us with, on top of barb time should be on us very soon. With some bad luck we lose a city.

            In any event, it will cost us more time to tke them out.

            What we are discussing is what do we gain (time) vs what do we lose (time). Is the time gained worth the time lost?

            As a footnote, if they parlay a victory into changes diplomatically we could be setback a great deal more.
            (\__/)
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            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

            Comment


            • #96
              Originally posted by notyoueither
              18 attacks where first skirm takes them to 2.6. Win 6, lose 12
              That does appear to be a telling breaking point.

              Comment


              • #97
                Originally posted by Hot Mustard


                Bolded ones look like luck to me - and more Wins on luck than Failures on bad luck - I would take those out of the equation.

                Regardless, unless there's someway to see this as less than a 50/50 shot...
                I think it's all luck.

                If you take out the two shots to win results, you should also take out the 2 shots don't make a dent.
                (\__/)
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                Comment


                • #98
                  Originally posted by Hot Mustard


                  That does appear to be a telling breaking point.
                  Yes, but I'd still think about risking it if Blake or someone else can convince me that winning 40 turns earlier has a substantial impact on our chances of winning the game.
                  (\__/)
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                  (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                  Comment


                  • #99
                    If they want to send 2 or more archers then let them. It is not like they are using them for anything else right now. By the time they got those 2 or 3 archers next to our land then we will have a futher 2 axes in addition to a possible skirm from WS as it will have slaved the granary by then. I would love to see all of the Voxian archers save Donegeal kill axes and Skirms in WS.
                    You just wasted six ... no, seven ... seconds of your life reading this sentence.

                    Comment


                    • Originally posted by Krill
                      If they want to send 2 or more archers then let them. It is not like they are using them for anything else right now. By the time they got those 2 or 3 archers next to our land then we will have a futher 2 axes in addition to a possible skirm from WS as it will have slaved the granary by then. I would love to see all of the Voxian archers save Donegeal kill axes and Skirms in WS.
                      There's also diplomacy, Krill. This isn't online MP.
                      (\__/)
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                      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                      Comment


                      • Oh. The save with 3 skirms ready to attack a fort 25% 2xCD archer in cap with lots of culture.
                        Attached Files
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                        Comment


                        • Originally posted by notyoueither
                          Code:
                          39  0.3 /100.0 0.0 /           Win 22
                          This is the one I'm praying to the RNG God for!

                          Comment


                          • I bought some M&Ms and have been munching...
                            (\__/)
                            (='.'=)
                            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                            Comment


                            • Ok, if we kill Vox this turn this is what we get:
                              1. Size 3 city that will have autoexpanded borders.
                              2. Free worker
                              3. Free happiness and health allowing eots to grow to size 6 and still be productive
                              4. Ability to slave out settlers in an economical fashion, ie working cottaged fp to provide gold.
                              5. Able to research monarchy for extra happiness before construction (this is a biggie, we can grow eots to work every cottaged flood plain within sight tile)
                              6. Can use units to barb hunt
                              7. Can settle all of our cities alot earlier so we get way ahead of the curve.
                              You just wasted six ... no, seven ... seconds of your life reading this sentence.

                              Comment


                              • Originally posted by Krill
                                wait a mo...I think Solomwis odds don;t take into account the freestrike on the second and third skirms...
                                You're absolutely right, and I did it that way for a couple of reasons.

                                1. Quantifying them didn't really fit into the way I structured it, or what I was trying to look at with it, which is the individual round and how many rounds we need to kill it.

                                2. As I understand it, worst case scenario is that our first strikes cancel, and we go right into straight battle. Middle scenario is that we get one first strike chance and miss. Best case scenario is that we get one first strike chance and hit. Two of those scenarios don't really affect the outcome, and the third affects it in our favor. For our purposes here, looking at the scenarios where it's not a factor is more useful, because if we should attack again without the first strike considered, we certainly should attack again with it.

                                3. We can incorporate the first strike possibilities later in the discussion, or when proceeding with the turn. Before that, though, it's more useful to have a foundation of when we may and may not want to press the attack. The first strike may well influence a borderline decision toward attack, but won't influence a non-borderline decision, and won't influence a borderline decision toward stopping.
                                Solomwi is very wise. - Imran Siddiqui

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