Universal law: each event have a chance to lead to a catastrophe.
Be X the porbability that an event lead to a catastrophe.
Be Y the number of events to hapen
Be f the fnction which gives the probability that Y evets leads to at least one catastrophe.
0<X<1
Y>0
f(Y)=1-(1-X)^Y
Universal law: each event leads to another event
f(+infiny)=1-(1-X)^+infiny=1
In plane words: the conclusion of any stream of related events has nearly 100% to be unperdicted. This last dozen lines we used statsitics to prove that statitsics can't be succefully used for anything else.
Universal law: each catastrophe leads to another catastrophe
In civ as in life, expecting the things to hapens as planed will lead you to frustation. Optimal is a hard drug. Each time something contardict you current direction: take it as a signal, reconsider: leave things unfinished and start unplaned other ones. Don't get traped in the "Arg, I should have done this" thing. It's not too late: the time you're feeling this is the exact good time to proced; a catastrophe is backing you up!
In-Game Examples: Have several half-researched techs, have decaying units and half-done impvements all over your land. Start to build a wnoder when you don't needto. Don't let a long-term strategy survive more than 30 turns (normal speed). Set auto-save to 1500 turns delay to negate it (maraton) - reload is a lie. If you built a bunch of units to rush and you finally doubt it would make it, just give them to someone too far to atack you. Hide the
scoireboard. Et caetera...
In civ as in life, reducing the sources of uncertainty aiming to a full control of your environment is walking a boring way toward death. By dancing thru the unknow, you'll accomplish three important things. First, you'll radaite joy; Second, you'll help the bored ones to either fall earlier or reconsider earlier; Third, you'll learn to dnace very well. But it won't prevent you to die.
In-Game Examples: Several gaame option can be combine to reach maximum entropy - find them and use them all; Most imbalances will balance among themselves anyway. Don't leta town generate a great personae unless you have a bit of all in the pool. Sneaky create a colony on a far isle. Give your odd units to an opponen before attack her - either dispatch them on all the land or stack them on the target square. Settle a crappy ton 2 squares from a good site; Leave it undefended. If you're loosing a war, ask all your opponen a couple of cities each turn. Base your stategy on color analysis and psychological bias of your opponens. Gambit a play that you never heard about. Quit the game once you start to dominate the board (victory denial: the ultimate one). Et caetera...
Have no mercy - never let a normal turn hapen - and catastrophes will finish the job.
Never act according to a plan.
In this sweet life
We're comin' in from the cold
(Ho well well well well!)
Hey, it's you I'm talkin' to now
Why do you look so sad and forsaken?
When one door is closed, don't you know, other is open?
(Love don't reload! Life don't reload!)
Would you let the system make you hurt your sister again?
No, Dread, no!
Would you make the system get inside of your head again?
No, Dread, no!
Well, the biggest woman you ever did see was just a baby.
(No fear, no no no no!)
(Freedom waits you, hoooooo! Freedom needs you!)
Be X the porbability that an event lead to a catastrophe.
Be Y the number of events to hapen
Be f the fnction which gives the probability that Y evets leads to at least one catastrophe.
0<X<1
Y>0
f(Y)=1-(1-X)^Y
Universal law: each event leads to another event
f(+infiny)=1-(1-X)^+infiny=1
In plane words: the conclusion of any stream of related events has nearly 100% to be unperdicted. This last dozen lines we used statsitics to prove that statitsics can't be succefully used for anything else.
Universal law: each catastrophe leads to another catastrophe
In civ as in life, expecting the things to hapens as planed will lead you to frustation. Optimal is a hard drug. Each time something contardict you current direction: take it as a signal, reconsider: leave things unfinished and start unplaned other ones. Don't get traped in the "Arg, I should have done this" thing. It's not too late: the time you're feeling this is the exact good time to proced; a catastrophe is backing you up!
In-Game Examples: Have several half-researched techs, have decaying units and half-done impvements all over your land. Start to build a wnoder when you don't needto. Don't let a long-term strategy survive more than 30 turns (normal speed). Set auto-save to 1500 turns delay to negate it (maraton) - reload is a lie. If you built a bunch of units to rush and you finally doubt it would make it, just give them to someone too far to atack you. Hide the
scoireboard. Et caetera...
In civ as in life, reducing the sources of uncertainty aiming to a full control of your environment is walking a boring way toward death. By dancing thru the unknow, you'll accomplish three important things. First, you'll radaite joy; Second, you'll help the bored ones to either fall earlier or reconsider earlier; Third, you'll learn to dnace very well. But it won't prevent you to die.
In-Game Examples: Several gaame option can be combine to reach maximum entropy - find them and use them all; Most imbalances will balance among themselves anyway. Don't leta town generate a great personae unless you have a bit of all in the pool. Sneaky create a colony on a far isle. Give your odd units to an opponen before attack her - either dispatch them on all the land or stack them on the target square. Settle a crappy ton 2 squares from a good site; Leave it undefended. If you're loosing a war, ask all your opponen a couple of cities each turn. Base your stategy on color analysis and psychological bias of your opponens. Gambit a play that you never heard about. Quit the game once you start to dominate the board (victory denial: the ultimate one). Et caetera...
Have no mercy - never let a normal turn hapen - and catastrophes will finish the job.
Never act according to a plan.
In this sweet life
We're comin' in from the cold
(Ho well well well well!)
Hey, it's you I'm talkin' to now
Why do you look so sad and forsaken?
When one door is closed, don't you know, other is open?
(Love don't reload! Life don't reload!)
Would you let the system make you hurt your sister again?
No, Dread, no!
Would you make the system get inside of your head again?
No, Dread, no!
Well, the biggest woman you ever did see was just a baby.
(No fear, no no no no!)
(Freedom waits you, hoooooo! Freedom needs you!)