LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,756
When do barb units start spawning?
Quick correction:
Human barbs won't spawn (and enter our borders) as long as there are less than (7*3)/2=10.5cities.
1. Early settling by us hastens 10 cities.So, human barbs when there are 11 cities.
No, less than 10.5 -> less than 10 (after truncating) -> 9 or less.So, human barbs when there are 11 cities.
No, less than 10.5 -> less than 10 (after truncating) -> 9 or less.
Human barbs spawn at 10 cities.
100% sure. I tested the number of cities in a test game before I even looked into the code.Are you sure? the formula you posted didn't have a truncation
Is that somehow automatic?
I don't know if this splotch of data is even confrontable to you folks, but I'd like to focus on the estimated T12 hammer count for each AI. (scroll to the right) It's saying that 5 out of 6 AIs are past the point of building an archer (cost: 22h). Not so obvious but also in there is that the top four AIs listed have grown while putting those hammers in. That means they're either building a barracks or a wonder. Only other choices would be monument or temple. Hannibal doesn't even have mysticism, so he's building rax, Oracle, or GW (or temple). His hammers are too low for a plains hill stone/marble and he's not working a quarry. He still could be settled on marble or stone, but it seems unlikely he's got a prebuilt quarry at all (WT, you might win that bet.Code:T3 T4 T5 T6 T7 T8 T9 T10 T11 T12 T12hpt T12pop HasMyst? Han 2hAI1 16h 22h-? 24h-p2 27h 33h 39h @3hpt pop2 Dar 3hAI2 19h 22h-p2 34h 46h-Rax? 12h-p3 19h 26h @7hpt pop3 Myst Sal 4hAI3 22h-arch 4h-p2 8h 16h 20h-p3 26h 38h @6hpt pop3 Myst Bre 4hAI4 22h-arch 6h?-p2 12h? 22h-arch? 6h-p3 12h 19h 26h @7hpt pop3 Myst 4hAI5 22h-arch 8h 16h 24h 36h @4hpt pop1 5hAI6 25fh-wkr 40fh 50fh 55fh-wkr 3h-2f 9h @3hpt pop1 MaxAIHpt 5hpt 6hpt 6hpt 7hpt MinAIHpt 2hpt 2hpt 3hpt 3hpt TotAveHpt 3hpt 4hpt 4hpt 4hpt [COLOR="Red"]4hpt 5hpt[/COLOR] TotHammer 22h 25h 27h 28h 29h 30h Comments: TotAveHpt has to correspond to demo screen **[COLOR="Red"]tricky part here[/COLOR]**
THis is why I listed the basic scenario elements above. Your statement here is correct only relative to certain variants, but you don't say which ones, you just think them (giving you the benefit of the doubtOur unit maintenance is going to be so high that we won't be able to afford explorers...unless we get the GW.
We probably can't get writing before our warriors start to die, and even if we do, then we get to explore one AI then die trying to find another one.
I'd prefer to let 1-2 warriors continue exploring. Our scout last game survived to the end, iirc. I wouldn't mind killing them off after they're done, if we can't afford them. Cheap price to pay for the invaluable knowledge. Knowledge is power.Without GW and with warriors exploring, in order to settle our first city, we will need: 10 new units build...at a minimum.
We could try to leave 1-2 or 3 warriors on suicide exploration duty. 1-2 warriors should be enough or certainly 3 would be able to hold the fort until T41 Archer or GW.
I was only suggesting keeping all 4 home because:
a) I want them for the Rome defender count
b) I think they'll die out in the wild
After GW, we'll be able to get a nice chariot explorer or two.
fyi, last game, our scout died almost immediately, right near Shaka's capital. We did not send a replacement or learn where Willy was, but still managed to wisely wipe him out first without early scouting knowledge.
I've said how I think the downside is very minimal if we take a shot at it. We'd research a tech that we probably need anyway. We keep some warriors home to defend/spawnbust (which is probably what was intended.)
3D dV