Combat Odds not working properly?

Eh, don't wait til you have like 20 of them, lol.

I went
AH ----> Mining----> Masonry---> BW (then something involving writing and pottery)

For the city I settled on the coast next to the wheat:
Worker ---> Warrior---> Barracks (Is this even a good idea?)----> nonstop WCs
I used my worker to improve wheat, and then the horse. Horse connects as soon as rax finishes, went to work on the marble and then start a mine on that crappy dessert hill to get stuff out faster. I also started on a road towards the east so chariots can get there faster.

The only tile management used was "emphasize production" and selecting the mine.

Attack Mecca /w 4 WCs and starting warrior, with a loss of 2 chariots I took Mecca. Then, regroup, heal and attack Persia with a few more, keep rallying them over. Left the starting warrior to guard Mecca.

I tried again, and this time I gave the leading 2 chariots flanking. I took Mecca with 0 losses.
 
I like a barracks for a chariot rush. The only time I don't build a barracks is when I'm doing a Quechua/Warrior rush.

You can probably skip the warrior against the AI until you need it for happiness (when some chariots are on the way).
 
I like a barracks for a chariot rush. The only time I don't build a barracks is when I'm doing a Quechua/Warrior rush.

You can probably skip the warrior against the AI until you need it for happiness (when some chariots are on the way).

That'd probably be a good idea. After barracks finishes, I could work on a warrior a little bit until horses are connected, then start building WCs and leave the warrior in queue if it isn't done yet. I can always go back to it when I need it.
 
Tech choices: "AH -> everything else". Am I missing something?

Tile Micro: "work the stone and marble first, then the horses, then everything else". Am I missing something?



Does "learn a thing or two about using WC" mean "wait until you have 10-20 WC before declaring war"? Seems a bit inefficient when a single praet gets the same job done.

Such ignorance. As if 1 war chariot won't "get the job done" if you rush it out on this map.

Has it occurred to you that maybe, just maybe, there's a REASON you're losing 7 WC and capturing nothing, while someone else captured SIX cities losing the same quantity?

No, it's not, because it affects all players equally. If some civs are inherently better at taking advantage of Marathon's quirks, then that's a natural imbalance. It's not any different from playing an Aquatic race in an Organic-rich Galaxy; or a Lithovore race in a Mineral-rich Galaxy; or a Subterranean, Large Homeworld, Rich Homeworld, Artifacts Homeworld race in a Tiny galaxy; or abusing Advanced Start to negate the research penalty of Feudalism and abusing Creative to negate the drawbacks of Advanced Start (not that MOO2 had any semblance of balance to begin with). It's not any different from turning the mindworms and xenofungus up to crazy levels and playing as the Gaians in Alpha Centauri.

Oh, I see now. Picking settings that give one or more sides a material advantage is different from picking settings that give one or more sides a material advantage, because the method in which the advantage is applied is different. The premise of this argument is, of course, to define one source of advantage as "natural" while the other source is "artificial", despite all setting options existing within the same game/rules system. After making up this definition, it can then be applied as an argument that sounds convincing but actually lacks any substance whatsoever, and used to defend an advantage that only exists within a narrow range of possible settings.

"It affects all players equally, except it doesn't". Lulwut :rolleyes:. Giving early UUs an advantage and stripping the advantage of other strategies has a direct and predictable impact on difficulty, just as do bonuses. You're lying to yourself if you think otherwise; cooking settings to make the game easier is fine but don't think for a second that it's not really changing anything.

Right now the legit argument is a comparison between the end cost-effectiveness of prats in direct combat vs the cost/move/time advantage of war chariots.

It might be of interest to you that in all of the military (domination or conquest) best times recorded on a huge map in hall of fame on noble or higher, only one submission (monarch/marathon) has rome holding the top spot. Keshiks, quechas, war chariots...hell even DOG SOLDIERS saw more use in the very best games on huge.

http://hof.civfanatics.net/civ4/

Can you figure out why that is? Maybe because the production advantage of cities captured sooner snowballs enough to keep conquest going with a unit that is faster and/or available sooner? Native america shines below monarch; it's not hard to imagine what causes the difference at monarch!

Ironically, Rome does a little better on the higher levels with the very artificial imbalances you shun...but even there only the slower speeds actually favor Rome and only by further stacking the cards in its favor via crowding the map! That sure is superior to a UU that is better-represented!

But I'm sure you know better, what with being able to actually use all these uniques properly instead of relying on one unit over and over.

Seven WC lost w/o taking a city. Seven. On noble. Even on immortal that's nonsensical. What exactly were you doing? Maybe you had the worst RNG luck ever, but that is by definition doubtful.

Just out of curiosity, when you DO abuse rome/mara/noble on earth18 how quickly do you kill everyone in the old world?
 
Such ignorance. As if 1 war chariot won't "get the job done" if you rush it out on this map.

Has it occurred to you that maybe, just maybe, there's a REASON you're losing 7 WC and capturing nothing, while someone else captured SIX cities losing the same quantity?

Yeah. Here's the reason: you're probably skipping that early Stonehenge/Inanna's Stronghold/whatever, which would provide a long-term advantage, in favor of cranking chariots ASAP, which will give you a few cities a few turns sooner at the expense of losing most of your chariots and trashing your economy via maintenance.

Here's a mental image for you: 800 BC. You've conquered Mecca, Pasargade, and some random Eastern European cities, and you've lost somewhere between half and 3/4 of your chariots. I have Stonehenge, Madrid, Paris, London, and Berlin, with Athens trading hands every few turns. I have just as many praets as you have War Chariots, but about half of my praets are now at CR III, whereas your WCs are at Combat I or II at best. I was cranking out Granaries and Forges and such while you couldn't build infrastructure because you had to build 2-3 new chariots for every city that you took. Also, because I knew that my #1 threat would build WCs, you saved me the trouble of researching Archery. Spears, not archers, are my primary defensive unit. Similarly, you're building axes, but I'm deviating from my normal path to Engineering, going for Metal Casting -> Machinery (and therefore crossbows, which will pwn your axes) before Writing -> Math -> Construction. Who is going to win this fight?

correct answer: China, but I still have a better chance than you :)

Oh, I see now. Picking settings that give one or more sides a material advantage is different from picking settings that give one or more sides a material advantage, because the method in which the advantage is applied is different.

EXACTLY.

Some factions will be better than others at certain game speeds, map sizes, map types, and so on. This is inevitable, but not unfair, as all players are still playing by the same rules in each game, and games in general are approximately as likely to favor one faction as they are to favor another (unless some factions are obviously overpowered or underpowered). However, when players A, B, and C are playing by one set of rules and players X, Y, and Z are playing by a different set of rules, and these sets of rules favor one group of players over the other regardless of what factions they're playing or what strategies they're trying, that's BULLSH!T.

Giving early UUs an advantage and stripping the advantage of other strategies has a direct and predictable impact on difficulty, just as do bonuses. You're lying to yourself if you think otherwise

I'm not lying to myself, because the impact is indirect rather than direct. An advantage/disadvantage that is given at all times, regardless of what faction you're playing, what strategy you're trying, how many other players exist, etc. is quite different from an advantage/disadvantage that only applies when you're using a particular strategy with a particular faction at particular settings.

in all of the military (domination or conquest) best times recorded on a huge map in hall of fame on noble or higher, only one submission (monarch/marathon) has rome holding the top spot

Translation: "in all of the [insert arbitrary win condition here] best times recorded by unknown means by an unknown group of people on [insert arbitrary map type here] in one particular website's hall of fame on [insert range of difficulties here], only one submission played on [insert different range of difficulties here]..."

This is supposed to mean something?

Just out of curiosity, when you DO abuse rome/mara/noble on earth18 how quickly do you kill everyone in the old world?

Dude... at that point, I'm far past trying to win. At that point, I'm giving all of my techs to whichever New World civ has vassalized the others before I start World War 3, just so they stand a sliver of a chance.






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Anyway, I'd like to get this debate to its conclusion ASAP, which requires finding common ground. Here is what neither of us have contested: long-term strategies pay off better on bigger maps with more players. Short-sighted strategies pay off better on smaller maps with fewer players. Rushes with 1-movement units are less vulnerable to faster game speeds than rushes with 2-movement units are. Harder difficulties favor early rushes before your opponents can use their artificial advantage to any real extent, easier difficulties favor point-whoring instead of success rates, and more balanced difficulties (translation: Noble) favor strategies that work just as well against AIs as they do against humans.

I believe that we can also agree that the whole "praet vs chariot" thing is more dependent on various settings than on the relative merits of the units themselves. The fundamental questions, therefore, are these:

1) Would you prefer that conquering an enemy result in the destruction of most of your army, or the promotion of most of your army?

2) Do you agree or disagree that a Praetorian with City Raider I has >50% odds against an Archer with City Garrison I in a city with 10-99 culture?
 
Also: TMIT, I realize that I can often come off as a blunt, arrogant, condescending smartass. However, I don't want you to get the wrong impression of me, or of my opinion of you. It's obvious that you mostly know what you're talking about in both real-world and game terms, and I respect your game-playing skill and knowledge more than anyone else's on these forums (whereas modding skill & knowledge obviously go to embryodead, Rhye, and Baldyr). I just want you to know that no mockery of your arguments should be interpreted as an attack on you personally.
 
Yeah. Here's the reason: you're probably skipping that early Stonehenge/Inanna's Stronghold/whatever

Skipping SH while having CRE and not having CHA isn't exactly game breaking. You're losing on 2 GPP and very little in terms of tile yield. Hardly a difference that's going to be crippling you on noble. Frankly your love of SH as both Egypt AND Rome is nonsensical, for both low and high difficulty.

I'm not lying to myself, because the impact is indirect rather than direct. An advantage/disadvantage that is given at all times, regardless of what faction you're playing, what strategy you're trying, how many other players exist, etc. is quite different from an advantage/disadvantage that only applies when you're using a particular strategy with a particular faction at particular settings.

They both impact end difficulty directly. You're just making up definitions and using it as the basis of an argument. The reasons mara breaks game balance entirely have been covered heavily on this forum.

Translation: "in all of the [insert arbitrary win condition here] best times recorded by unknown means by an unknown group of people on [insert arbitrary map type here] in one particular website's hall of fame on [insert range of difficulties here], only one submission played on [insert different range of difficulties here]..."

This is supposed to mean something?

It means that when people optimize their settings for their UU (something you apparently have NO PROBLEM WITH DOING!) and run the attempts many times, your super UU doesn't even have a clear advantage.

Anyway, I'd like to get this debate to its conclusion ASAP, which requires finding common ground. Here is what neither of us have contested: long-term strategies pay off better on bigger maps with more players. Short-sighted strategies pay off better on smaller maps with fewer players.

These "short sighted" strategies you refer to have some significant long-term advantages if executed properly. Inefficiently building a marginal ROI SH, for example, isn't a "long term strategy", it is a misplay.

Rushes with 1-movement units are less vulnerable to faster game speeds than rushes with 2-movement units are.

Surely you meant this the other way around? 1 move units travel slower relative to tech pace and production on faster speeds. Essentially, a 1 move point advantage against the tech pace scales poorly when the value of a movement point decreases against everything else. If you want an extreme example, play on quick.

and more balanced difficulties (translation: Noble) favor strategies that work just as well against AIs as they do against humans.

This is a terrible joke. Noble-monarch play NOTHING like actual human opposition, and the strategies that work on them rarely overlap with anything remotely competent in MP.

I believe that we can also agree that the whole "praet vs chariot" thing is more dependent on various settings than on the relative merits of the units themselves.

Yes, by cooking the settings one way or the other can easily swing the UU comparison. They've both good UUs.

The fundamental questions, therefore, are these:

Do everyone with some intelligence a favor and avoid biased drivel please, unless you want responding "fundamental" questions like

1) Would you prefer to conquer 2-3 civs earlier and wind up with a net hammer advantage or to wait longer to get started?

Your 1) is a really weak attempt to steer the argument in your favor. Coming from someone who has shown quite a bit of good knowledge unrelated in other threads, asking a question like that is disappointing. You can do better and you probably know it. The real "fundamental question" is "which rush provides the highest return on its investment", and there are a LOT of considerations beyond the base odds of the first attacker.

As for 2), the answer is "disagree". A CR I prat will have <50% odds against any CG I hill archer in a city if a) the city is on a hill and b) the city has walls or culture stronger than 50%. Prats will do better with an extra promotion, but so will the defender. By the way, a combat I prat actually has significantly better odds in that situation.....which is kind of the point of the OP in this thread!!!!!

Here's a mental image for you: 800 BC. You've conquered Mecca, Pasargade, and some random Eastern European cities, and you've lost somewhere between half and 3/4 of your chariots. I have Stonehenge, Madrid, Paris, London, and Berlin, with Athens trading hands every few turns. I have just as many praets as you have War Chariots, but about half of my praets are now at CR III, whereas your WCs are at Combat I or II at best.

Here's a physical image for you:

Civ4ScreenShot0002.jpg


Civ4ScreenShot0001.jpg


Civ4ScreenShot0000.jpg


I have every wonder in the game with more on the way, and I'm a little bit ahead of "athens trading hands". I stopped building chariots in a lot of my cities because I found I had more than I needed to continue capturing cities.

Oh yeah, it isn't even 800 BC yet in this game. Expect some of india to die before then. THIS is the result of the imbarathon you like. There's nothing wrong with playing easier settings...but...
 
Could you go over this? I sorta need to know.

Noble maintenance isn't high enough to matter if you cottage and have even a halfway OK :) cap. In the earlier pictures, I was losing 100's of gold to deficit research code of laws; I did so because I was starting to get close to losing money at 0% and had enough war chariots at that moment. With currency/col/monarchy (which are cheaper on noble) you can basically conquer indefinitely. No issues with that with the WC, despite what mr. no-show-on-this-thread suggests about crashing econ in the "long term". I just barely missed the "kill everyone in the old world by 1 AD" mark:

Civ4ScreenShot0000-19.jpg


Notice we're still not in dire straits: this is a combination of great lighthouse, and cottage commerce mostly. The only minor trick here is to turn the slider off for a bit to bank enough gold to avoid strike as necessary. On this map with all the :) and easy conquest gold + low maintenance, that was actually not required :eek:! Noble maintenance is that low; I'm used to having to pull out of -30 to -50 gpt at 0% situations with some attacks.

It was only at THAT point (everyone met is dead) I bothered much beyond basic infra: granary/courthouse/library/market (markets are better than libraries <40% slider when you can't find sources of gold to deficit spend). I went astro, THEN lib....and got lib around 600 AD just as I was finishing the capitulation of the final AI (Capac).

I won conquest around 600 AD with lib + astro, and the only unit used to fight the entire game was this supposedly crappy UU war chariot (yes just to be a jerk I shipped them over on galleons instead of something like maces or knights). Actually, it was kind of fun, but it does demonstrate how ridiculous it is to talk about ANY UU on imbarathon + difficulties like noble when the player evaluating the unit doesn't even know how to fight yet :p.

Just to further prove him wrong: several WC made combat IV or V, despite that they're not supposed to survive to get promoted :lol:.

Rome actually has a much easier start than egypt on this map; a good player can probably win this with rome faster than with egypt since rome doesn't START with :yuck: on settling the capitol w/ 0 trees and minimal production, and has much closer neighbors with better land. On a more balanced map, WC will do even better.
 
lol WTH.

When I first saw the pictures, I was wondering how you went from taking out 3 civs to taking them all out. Then I noticed the later pic was a different marathon game and that's pretty funny. And combat V WCs! :p

I tried out marathon for some laughs and yea, it was pretty simple, given that the AIs have like 2-3 archers at best, if they even have that. Though mara is so slow; I'm just slamming end turn most of the time. :D

Would be kinda amusing if you could record a video of it.

Anyhow thanks for the notes, I'll have to work on cottaging and finding ways to increase the cap.
 
TMIT: That's going quite far to demonstrate the difference between a smartass and a smart ass.
I'm impressed :)

Anyway, G-Max's argument mostly boils down to 'when you make every assumption that favours Praetorians, they are favoured'. Being guaranteed to have your resource in advance (fixed map or restarting all other games) warps the game considerably, and unlike picking Marathon this is entirely artificial.

Praetorians normally have some rather relevant strikes against them.
They won't save you when you really need help: gainful war is usually in the cards with iron, without any particular pressure. Early wars with vanilla horse units are much 'sharper' from my experience - if you didn't plan for them straight away it's easy to miss the window of opportunity.
Beelining Iron Working for a true rush makes easy games easier and hard games harder: if there's no iron you compromised your economic development for nothing. This is unacceptable when you play to win rather than play to win big if everything goes your way, else restart.
 
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