Arioch's Analyst Thread

your formula doesn't even work for these five numbers but I wish you luck !
Why not? Both games were played at the same difficulty. In the first game, he had only one city, in the second game, he had more. However, the increase in cost always increased by 20.

Oh, I see. Yes, hadn't formulated that very well, had I?

Let me try that again:
[cost of new policy] = [cost of previous policy] + f([# of cities]) + 20*[# of existing policies]
 
Looking at the cost increase of social policies (25->45; 625->840->1075), it seems like social policy cost is defined as [baseValue]+(#of policies)*20, where baseValue depends on the number of cities you control (and possibly difficulty), and where the '20' might also depend on difficulty, but not number of cities.

What about the number of cities you have?
SP cost inflates for each city you add! :eek:

It's probably a LARGE factor in Jon Shafer's preferring to have only about 3 cities or so. Having less than 10 cities (30+ cities in late-game, huge/marathon) is going to be SUCH an adjustment!
 
Yes - but there is the added complication of bombardment, where a specific unit needs to be able to "see" its target (ie not be blocked by rough terrain).

A unit with 3 or more range, that can only see 2 hexes, can shoot further than thier own individual sight range, as long as the enemy isn't hid by fog of war. ["doesn't need to be seen by the individual unit, as long as someone can see it"]

They can't however shoot over rough terrain unless they have indirect fire. ["needs to be seen by the individual unit or have indirect fire to help with targetting"]

The first point means that you don't need to see it, and second point means that you do need to see your targets, the game contradicts itself. You can use the sight of other cities and units to shoot where your unit can't individually see, unless its over rough terrain, where you can't unless you have indirect fire or are standing on a hill.

That is particuarly confusing i think.
 
I won't disregard the possibility but they will most likely have a line of sight of two.

So yeah its confusing, having two seperate rules of line of sight is a bit muddled.

I can see newbies to the game getting puzzled over that. Although they might not understand it, they shouldn't have trouble playing the game thanks to the really handy red line representing where your unit can shoot, which i think is awesome.
 
I have some information (from an undisclosed source) on the remainder of the Freedom and Autocracy policies:

Freedom
Unlocks at Renaissance Era.
Upon Adopting Freedom, specialist population in cities produce half the normal amount of Unhappiness. This branch cannot be active at the same time as Autocracy.

• Free Speech: Reduces the Culture cost of future policies by 25%.
• Civil Society: Specialists consume only half the normal amount of Food.
• Constitution: +100% Culture in Cities with a World Wonder.
• Democracy: +50% Great Person point generation.
• Universal Suffrage: +33% City Combat Strength.

Autocracy
Unlocks at Industrial Era.
Autocracy if for militaristic civilizations, dreaming of world conquest. Adopting Autocracy reduces Unit Gold Maintenance costs by 33%, allowing an empire to field a larger military. This branch cannot be active at the same time as Freedom.

• Fascism: Quantity of Strategic Resources produced by the empire increased by 100%.
• Militarism: -33% cost for purchasing units.
• Police State: -50% Unhappiness in Annexed Cities.
• Populism: Damaged military units deal +25% damage.
• Total War: For 20 turns, all Military Units receive a 33% attack bonus.
 
WRT, range 3 and sight of 2.

It's fairly simple. Like real life you need a spotter for your arty.
 
whoa. Freedom is a great all-purpose branch.
 
WRT, range 3 and sight of 2.

It's fairly simple. Like real life you need a spotter for your arty.

Yes that's fairly simple but for some reason you need a promotion to be able to the same trick across a forest or hill. (which is fine if it there was a logic behind the promotion but it basically gives you an ability by rights you already have to fire with a spotter.)

Japan with Populism will be enormously dangerous!

They certainly would if it stacked. I'd imagine japanese units are already considered to be doing max damage. But thats just a guess.
 
Actually Police State is interesting.... if Annexed cities produce unhappiness<2x a normal city, then an Annexed city under police State is Better than a Puppet/Assimilated city.
 
They certainly would if it stacked. I'd imagine japanese units are already considered to be doing max damage. But thats just a guess.

That would make this policy useless for them...

Actually Police State is interesting.... if Annexed cities produce unhappiness<2x a normal city, then an Annexed city under police State is Better than a Puppet/Assimilated city.

I think it's only the extra unhappiness from annexing that is reduced.
 
In Populist Japan damaged units do more damage than completely healthy units :hmm:
 
This has been talked about in previews/civlopedia entries. Indirect fire (which is inherent to some units like battleships, and artillery apparently), allows units to fire over obstructions that they would not be able to otherwise. A basic archer cannot fire over a hill to hit a unit on the other site. A unit with indirect fire can.
 
Actually Police State is interesting.... if Annexed cities produce unhappiness<2x a normal city, then an Annexed city under police State is Better than a Puppet/Assimilated city.

it has the same amoutn of unhappiness, but there are still difference between a puppet and a regular city, sp cost for one, golden age points for another.
 
This has been talked about in previews/civlopedia entries. Indirect fire (which is inherent to some units like battleships, and artillery apparently), allows units to fire over obstructions that they would not be able to otherwise. A basic archer cannot fire over a hill to hit a unit on the other site. A unit with indirect fire can.

but they are only obstructions to the units sight, otherwise they couldn't possibly shoot over them.

And distance is also an obstruction to sight, in a sense, and yet you don't need the promotion of indirect fire to be able to fire indirectly in that manner.

I can live with it, it is just needlessly complicated, if they called indirect fire, elevated shots or something then it'd be cool, because they are changing the way they fire with the promotion not gaining a sighting ability they already had.
 
http://en.wikipedia.org/wiki/Indirect_fire

"Indirect fire means aiming and firing a gun without relying on a direct line of sight between the gun and its target, as in the case of direct fire. Aiming is performed by calculating azimuth and elevation angles, and may include correcting the fall of shot by observing it and calculating new angles."
 
Yes we all know what it means, the problem is the game allows you to fire indirectly without the promotion half of the time, and require it the other half, which isn't very consistent.
 
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