Attacko's Ice Archers

troytheface said:
getting just a glimpse of it, i think the best i could do is explain the sketch of a war elephant with Churchill's face hovering over a spaceship about to take off,

which i think is a metaphor for the theory - "kill them with war elephants before they get that far"
Guys, if you aren't getting the joke after this post, then there is no hope for you. :)
 
Fact- Combat promoted Ice Archers - barracks first build -can take any civ's second city at worst, capitol at best.

Fact- The "Let them build towards you and destroy them " theory formulated on civ3 multiplayer works as a kill device in civ4 single player

Fact- Asoka, Ghandi ,Pascal, Catherine,some others- if close by can be eliminated
by an archer rush at high levels on standard

Fact- Eliminating others close by on higher levels with archers is the superior
 
I was going to post something about the title of this thread soundding like a name of one "on ice" shows , but I decided not to :p

And about having 17 bpt @ 1000 AD ... I had been worse by that time and still won games in levels higher than the one the OP is playing. But I would still like to see a save :p
 
yes, this "british petroleum technician" concern is so preposterous that it is best left alone.

If the research rate and money is the concern
then two merchant cities, two science cities, two make great people cities and the capitol set to espionage. tech trade with the inferior, religious conversion, and tech stealing.
 
lolz...:lol: I think this threads definitely needs a scoring boost.

Fact- Eliminating others close by on higher levels with archers is the superior

Rusten demonstrated an efficient Horse Archer rush on Deity normal speed lately. Perhaps he's been reading Attacko's (lost) guides?

Keep on the good work! :rotfl:
 
EDIT: x is a variable in the same ring of course.


Don't you think you're being a bit restrictive? Why don't I just have x in a module and the coefficients members of its ring? It simplifies everything. This is probably the missing link to interpreting Attacko's strategies properly.

I don't think people are seeing the tile efficiency of building the city on the ice tile so as to boost its value. Desert archers is a similar tactic that also operates under the same underlying principles. In fact, draw a Venn Diagram with the ice and the desert starts (which we can do since it's binary), and see when you use both you get double power archer combat for efficient victories
 
At the risk of undermining the joke, there is actually one good idea on this thread: Ice Cities.

Wait, wait ... let me explain!

If you're going to build a city in the Frozen North (or South), then you might end up with an Ice tile in your planned city's BFC. Ice tiles are worthless, right? Well, if you build your city on the Ice, then the "worthless" Ice tile becomes a 2:food: / 1:hammers: / 1:commerce: tile like most other city centers.

(The same principle holds true when founding a city in the desert.)

Of course, there has to be some reason for you to found a city in the Ice. Otherwise, that 2:food: / 1:hammers: / 1:commerce: city-center isn't going to be worth the added maintenance. Presumably, you're chasing after some valuable resource (Marble, Oil, whatever), or perhaps you're establishing a defensive perimeter against the barbarians. There should be a good reason to justify asking your citizens to live in the arctic waste. ;)
 
Of course, there has to be some reason for you to found a city in the Ice. Otherwise, that 2:food: / 1:hammers: / 1:commerce: city-center isn't going to be worth the added maintenance. Presumably, you're chasing after some valuable resource (Marble, Oil, whatever), or perhaps you're establishing a defensive perimeter against the barbarians. There should be a good reason to justify asking your citizens to live in the arctic waste. ;)

Fact- Ice is cold. Could be a metaphor for Sushi.
 
At the risk of undermining the joke, there is actually one good idea on this thread: Ice Cities.

Wait, wait ... let me explain!

If you're going to build a city in the Frozen North (or South), then you might end up with an Ice tile in your planned city's BFC. Ice tiles are worthless, right? Well, if you build your city on the Ice, then the "worthless" Ice tile becomes a 2:food: / 1:hammers: / 1:commerce: tile like most other city centers.

(The same principle holds true when founding a city in the desert.)

Of course, there has to be some reason for you to found a city in the Ice. Otherwise, that 2:food: / 1:hammers: / 1:commerce: city-center isn't going to be worth the added maintenance. Presumably, you're chasing after some valuable resource (Marble, Oil, whatever), or perhaps you're establishing a defensive perimeter against the barbarians. There should be a good reason to justify asking your citizens to live in the arctic waste. ;)


Fact - all ice tiles are surrounded by 20 river grassland and coastline tiles (and the city's always built with lighthouse attached of course), and a variety of food resources to ensure that you can work every tile quickly. Another reason the ice archer strategy is so effective, you know your city won't have terrible tundra and tundra hill tiles that prevent it from using all the tiles. This is why it's so important to not settle near the ice (preventing you from reaching maximum potential) but on the ice instead
 
Don't you think you're being a bit restrictive? Why don't I just have x in a module and the coefficients members of its ring? It simplifies everything. This is probably the missing link to interpreting Attacko's strategies properly.

I have to admit being a bit hazy on module theory, we only did a 10 week course on rings and factorisation. Does the module have to be finitely generated? That restriction would rule out Z\{+/-1} which would need all the primes in Z to generate I believe. Note: I am using \ as the set difference operator here rather than the factor group notation /, i.e. don't confuse it with Z/2Z say unless you want us all to :lol:.

EDIT: I'm such a noob, factor groups use / rather than \.

I think primes are the superior to the binary myself.
 
I have to admit being a bit hazy on module theory, we only did a 10 week course on rings and factorisation. Does the module have to be finitely generated? That restriction would rule out Z\{+/-1} which would need all the primes in Z to generate I believe. Note: I am using \ as the set difference operator here rather than the factor group notation /, i.e. don't confuse it with Z/2Z say unless you want us all to :lol:.

http://en.wikipedia.org/wiki/Module_(mathematics)

Of course, it's implicit the module is a ring also (as there's a multiplication operator between elements) but that's clear from context
 
But I would still like to see a save :p

What are you saying? That Attacko is one of those woosie cottage builders that saves his game so he can reload? Just pray that you don't meet him in multiplayer after this insult.
Of course there aren't any Attacko saves. He would never reload and always wins his games in one session.
 
Fact- In wars- it is usually the civilization north that wins.
germany vs France, US Civil War, mongols vs china

Fact- heading out towards ice = iron resource. Civilizations with unique units that
require iron take note.

Fact- Beaver, Silver, Whale, Fish and Deer available= more than enough resources

Fact- Attacko is oft times referred to as "the Tal of Civ4"
 
What are you saying? That Attacko is one of those woosie cottage builders that saves his game so he can reload? Just pray that you don't meet him in multiplayer after this insult.
Of course there aren't any Attacko saves. He would never reload and always wins his games in one session.
1- I am not afraid of any player.... the worse it can happen is losing, and you can lose for a lot of reasons that have nothing to do with your skill in the game :D

2- There are always autosaves :p
 
"There should be a good reason to justify asking your citizens to live in the arctic waste."

as you stated building on ice gives you a sufficient yield. However, an ice river and fish or crab would be optimal

also specific resources- other AI are less likey to have...

the first city is usually a production and population strongpoint.

Since one usually moves the capitol (some don't-) it is the secondary city that should assume this role. And the lower population and production out of the way Ice city- being the first build- is upped from a throw-away land grab into a production site.

And too i think the programmer's unconsciously made Ice archers stronger than regular archers through venn dynamics

and rolo may have seen bits of "The Lost Articles of Attacko" - he may be a spy for the cottage builders.
 
http://en.wikipedia.org/wiki/Module_(mathematics)

Of course, it's implicit the module is a ring also (as there's a multiplication operator between elements) but that's clear from context

Huh I thought a module was like a ring but doesn't require a multiplicative identity (even numbers form a module under addition and multiplication)???

EDIT: Nope, I'm thinking of something else.

Of course Attacko theory requires Venn diagrams to have even numbers of sets so this is important.

I was thinking of starting an Attacko Theory thread so the latest breakthroughs in Venn Diagram and Attacko Algebra can be properly formalised since we are really only inferring snippets from the master.
 
At Monarch, no AI will win the game on him unitl maybe the middle of the 20th century. And that is if he does nothing to interfere. There are way more than 250 turns left to play and he has wisely chose the strongest late game civ there is.
indeed! A true sign of overhelming foresight.

keep it coming
kuehl.gif
 
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