SGOTM 22 - Anti-TSR

I plan to leave the knight/healer out of the first drop t172. He will load after we drop our 16 units T172--and unload t173. Again, with some creative boating, we can DoW and reach Zara to unload and return with our last mvt point to load more all in the same turn :thumbsup:. We'd rather have a stronger attacker than our healer which we'd only use at 99+%. Agree?

replanned a bit in case of our GA ends.
I took out 2 trebs from the PPP and turned them into 3 cats for Aksum. The cats can come out even if we end our GA. With no GA, we'd be stuck with just one treb. We need units out T172 in case we go into Anarchy 173.

Cats do the same collateral dmg, right? So it's just less chance to hit the lead defender. And virtually no chance to survive. Trebs might survive.
 
I plan to leave the knight/healer out of the first drop t172. He will load after we drop our 16 units T172--and unload t173. Again, with some creative boating, we can DoW and reach Zara to unload and return with our last mvt point to load more all in the same turn :thumbsup:. We'd rather have a stronger attacker than our healer which we'd only use at 99+%. Agree?

replanned a bit in case of our GA ends.
I took out 2 trebs from the PPP and turned them into 3 cats for Aksum. The cats can come out even if we end our GA. With no GA, we'd be stuck with just one treb. We need units out T172 in case we go into Anarchy 173.

Cats do the same collateral dmg, right? So it's just less chance to hit the lead defender. And virtually no chance to survive. Trebs might survive.
Sounds good.
 
Collateral Damage

When attacking stacks, siege units have the built-in capability to damage additional units in the stack besides the one attacked. This is called collateral damage.

Collateral damage is done ONLY by an attacker and only to the stack member(s) that aren’t directly defending. The chosen defender will engage the attacking unit in a regular combat.

Maximum Damage

Gone are the Civ3 days of completely red-lining a unit. Each unit that can do collateral damage has a limit on the amount of damage it can do. These are given in the Units XML file. For catapults, it is 50; cannons 60; artillery 70. Tanks/panzers and modern armor are capped at 60; Cho-Ko-Nu at 60, and (stealth) bombers at 50. That means a catapult can not damage a unit at or below 50 hps. Similarly, an artillery cannot damage any unit at or below 30 hps. Those are hard caps.

Number of Targets

The number of targets is a function of both the attacking unit and the number of potential targets. The number of potential targets is the number of units in the tile which are not defending and who are above the maximum damage threshold.

Example: A catapult is attacking a stack a stack with a 100 hp musket, a 95 hp musket, a 42 hp knight, and a 73 hp axe. The number of potential targets is 2 – the 95 hp musket and the 73 hp axe. The 100 hp musket will defend, so is not a collateral target. The 42 hp knight is below the maximum damage for a catapult.

Each type of unit capable of doing collateral damage is limited in the number of targets it can hit, too. A catapult can only hit 5, a cannon 6, an artillery 7, Cho-Ko-Nu 5, a tank/panzer 5, a modern armor 6, a bomber 5, and a stealth bomber 6. So, even targeting a stack of 12 muskets, a cannon will only hit 7 total (1 directly which defends and 6 with collateral damage).

The number of targets, then, is the lesser of the two numbers – min(potential_targets,max_capable).

Selecting targets

The target of each “round” of collateral damage is selected randomly from the list of potential targets, as defined above. I don’t think the list is updated each round (so that a unit at the maximum damage mark could be selected), but I’m not certain.

Amount of Damage Done

The damage calculation is similar to the damage calculation for regular combat. However, the modifications to each unit’s strength are done differently.

The only potential attacker strength bonus is Barrage -- +20% for Barrage I, another 30% for Barrage II and another 50% for Barrage III. This affects the starting percentage of strength of each unit. The defender gets no strength bonus for anything. Hps are also not used in calculating these relative strengths.

All the regular artillery units (catapults, cannons, artillery, and (stealth) bombers) calculate based off of their full strength. The tanks (tank, panzer, modern armor) calculate based from 0 and the Cho-Ko-Nu starts at 50%.

Example: A Cho-Ko-Nu (str:6) will always have an adjusted strength of 3 (.5 * 6) when figuring collateral damage.

Example: A tank with Barrage I will have an adjusted strength of 5.6 (28 * .2) for collateral damage. With Barrage II, it would be 14 (28 * .5).

Then, the likely damage is half what it would be if the units were fighting directly with those relative strengths. That is, damage = floor(10*(3*A+D)/(3*D+A)). This amount is reduced only if the damage would put the defender past the damage threshold discussed above.

Example: A catapult (with Barrage I and Barrage II) is targeting a longbow with 71 hps in a city on a hill for collateral damage. The catapult’s adjusted strength is 7.5 (5 * 1.5) and the longbow’s adjusted strength is 6 – the hill defense, the city defense, the hps just don’t matter. The catapult does 11 damage to the longbow.

Putting It All Together

Then, the siege attack weapon simply loops through the selection and damage phase the number of times equal to the number of targets. Not every potential target gets hit and some may get hit more than once.

Example: A catapult (with Barrage I) attacks a stack with two full-strength muskets, a knight (with Combat I) at 54 hps, a sword at 38 hps, and an elephant at 83 hps. The number of targets is 3. The first random target is the elephant. Adjusted strengths of 6 and 8 means 8 damage to the elephant. Round 2, the knight is picked. Adjusted strengths of 6 and 10 mean 7 damage, but the limit is 4 because of maximum damage. Round 3, the elephant is selected again, and takes another 8 damage. Before combat between the catapult and the first full-strength musket begins, the stack now has two full-strength muskets, a knight with 50 hps, a sword with 38 hps, and an elephant with 67 hps. Then, the attack between the catapult and the musket would resolve as normally (described above).
So damage = floor(10*(3*A+D)/(3*D+A)), and A is full strength times barrage factors.

For cat vs. lbm: floor(10*(3*5+6)/(3*6+5)) = floor(10*21/23) = 9
For treb vs. lbm: floor(10*(3*4+6)/(3*6+4)) = floor(10*18/22) = 8

Add barrage1:
For bar1 cat vs. lbm: floor(10*(3*6+6)/(3*6+6)) = floor(10*24/24) = 10
For bar1 treb vs. lbm: floor(10*(3*4.8+6)/(3*6+4.8)) = floor(10*20.4/22.8) = 8***

Add barrage2:
For bar2 cat vs. lbm: floor(10*(3*7.5+6)/(3*6+7.5)) = floor(10*28.5/25.5) = 11***
For bar2 treb vs. lbm: floor(10*(3*6+6)/(3*6+6)) = floor(10*24/24) = 10

*** This needs to be tested because it's suspicious that there's only one FLOOR in the equation.

As you can see, barrage doesn't do much, but if the cats are going to die for sure anyway, a couple HPs could lead to a breakpoint.

.
 
Here we go...

T171

Let's start with some bad news.
Darius demands we cancel w/Brennus. No.
FC's water suppy poisoned (not a big deal)
Gilga gets Sankore (no biggie)

Not sure if this is good or bad news: we get a GArt. So no golden age, but it feels like too early for one. That means anarchy for hindu. And it means no Theo or caste...but I like slavery anyway.

Now for some good news!
Hindu spreads to Lali :D
Kufah
CR2 treb withdraws LB 1.6
CR1 treb (47%) dies
CR1 treb (53%) withdraws
CR1 Prat wins at 91% (pike)
CR1 Prat wins at 99% (lb)
CR1 Prat wins at 97% (HA)
C1 chariot wins
chariot wins
chariot wins

138 gold.
Burn it!

Let's do some extra killing before we get peace...
Pike kills Elephant.
Knight kills cat to get to 10xp

Peace for 120 gold, map and 3 gpt.

I spot some more possible bad news: Hanni gets the fist.

I guess we're culture bombing Aksum. Any adjustments I should make to our GP generation plan?

Also got a worker in Kufah.

AWat is guaranteed to finish next turn. We have all 7 wonders! Next woulda probably been SoL.

Zara starts to build a bunch of junk (Herm, colosseum, theater, Stupa)

GG born.

T172
For no reason I can imagine, Zara moves 3 LBs into Aksum :(
:mad: Worse than that, we don't get hindu spread in Aksum :gripe:

On the bright side, Hanni's SoD was 3 tiles from Bovino and now moved away. He must be going for someone else!

Convinced Zara to change to HR (anarchy)
DoW

T173
Our hindu didn't fail, it went to Yeha.

Zara counters with catapult. It beats down our mace pretty hard and withdraws
HA dies
HA dies

Mace kills our Xbow (3.4 left)

Hannibal DoWs!!!
Spoiler :
Darius. :cool:


Lali
Spy revolts city
Cat does collateral
Treb (26%) dies

Treb (48%) withdraws
Prat dies on 6.2 Mace
(cleanup 97-99+%)
7 units
Spoiler :
201 gold, gran, forge, aqu, coloseum (hangingG, Hagia)

Kill 2 romeing HAs


T174

HA suicides on Lali's Prat

Zara had 8 units and now has 12, next turn at least 18. Probably 25 units in Aksum by the time we attack. We need a plan B. Maybe sneak in the back door.

T175

Hilarious! Enemy spy destroyed our iron fort :lol:.
This is the exact turn I was going to pillage it anyway.
It actually allows us to mine the iron this turn because the stone deal is already canceled.
It worked fine because our castle already resolved at the end of turn, so no lost hammers.

I won't mine the iron however, cus I'm finishing an archer and 4 chariots.

uploaded.
 
Btw, I seriously think walls+castle in Rome might be our best and cheapest form of defense, if we still have the stone. Gives us a few turns to build pikes, if needed, while Darius is bombarding, so we don't need to build them in advance. In other words 2t to build walls and castles is cheaper than 2+X pikes that we might not need.
 
Stopping whipping Damascus. It's a GP farm. SLow build units or whatever here, find units elsewhere.

I thought of that, but I really wanted to whip one more time for 2 cats on Aksum. Anyway, we have the other deer back, so we have like +999 food. We can grow back quickly. I'll store some spare MP units there.
 
Btw, I seriously think walls+castle in Rome might be our best and cheapest form of defense, if we still have the stone. Gives us a few turns to build pikes, if needed, while Darius is bombarding, so we don't need to build them in advance. In other words 2t to build walls and castles is cheaper than 2+X pikes that we might not need.

I'm ok 'wasting' hammers on walls/castle, but we were planning to kill the Iron deal T172. You're saying go without iron longer? That does let us keep banana. We sure aren't building many units in our HE city, but like the extra safety.
 
It will be Walls(2), Castle(1) because we are growing max speed.
I like that castle is also +1 TR and +25% EPs. (about +15 eps/turn)

so now we pillage the fort T175, mine Iron T176.
anarchy adds 1t to that.
 
So, it looks like we have to spend and extra ~200 EPs on Aksum.

Now the question is: spend yet another 200 extra on Lali by staying in budda and avoid anarchy?
 
Good question.

Would Sal be willing to trade with us, if we switch back to Hindu?

What's the situation with Darius? Can we keep him at cautious by staying in Buddhism? Or are we back to being his WE already? He can't be bribed on us while he is cautious.

Do we have enough EP for Calendar without the Hindu switch?
 
Good question.

Would Sal be willing to trade with us, if we switch back to Hindu?

What's the situation with Darius? Can we keep him at cautious by staying in Buddhism? Or are we back to being his WE already? He can't be bribed on us while he is cautious.

Do we have enough EP for Calendar without the Hindu switch?

Sal would probably trade with us.

We can have enough EPs, but that's another loss of 100 EPs.

It's a shame we got screwed out of ~1500? EPs earlier with the whole monument sabotage fiasco.

If we steal Nat, MilTrad and research gunpowder, we can finish the game with Cuirassiers. They ignore walls/castles, so would we then forget about city revolts? I guess what I'm trying to figure out is how thrifty to we need to be with our bank acct.
 
If we steal Nat, MilTrad and research gunpowder, we can finish the game with Cuirassiers. They ignore walls/castles, so would we then forget about city revolts?
I think so.

How much gold have left? What's our gpt output @ 0% slider?
 
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