GK2- The Training Day Experiment

Mistfit said:
Has anyone else noticed these stars in the thread subscription?

Not until you pointed it out. When you place the cursor over the stars it says "Thread Rating: 1 vote, 5.0 average".

The question is who voted and how. This may indeed be a MODERATOR ACTION, or did Alerum do it?
 
Mistfit said:
Well it's gone now. Nice alerum mention BTW

Thanks, I was laughing as I did it.

It does actually still show if you "List Subscribed Threads" from your User Control Panel. But it doesn't show on the Index page.
 
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Hmm I kinda like it
 
Why does an army for space parts prebuild matter? Most SS parts cost less then a ICBM. We start a prebuild on 10 nukes, and we'll be fine. Also, that allows all the space parts to be build at 1 time if we choose. In fact, that's what just did when we finished DGIT.

And it couldn't be me that made the vote... No way I would have given us 5 stars. :rolleyes:
 
DJMGator13 said:
Algebra is bad but statistics are worse

I summon the demons of calculus to aid us in our quest! :devil2:


(Sorry, couldn't resist. I like math too much ;))
 
Just to let you guys know: Six more pages and this thread will be the longest in the forum! I suspect that the thread will reach approximately 150 pages.
 
Deleted.....
 
alerum68 said:
Building a MW army will be useful for about 20-30 turns, if that. We have pretty much killed off all our oppopents on this contient. If we build an army, and fill it up, it will be stuck on this contient, doing nothing but MP duty, or border patroling.

Alerum caught the single biggest disadvantage to making an army at this point. He'll be useful for this war and to give us the Hero Epic, but then we can't use him again until Transports at which point he'll have been long obsolete.

As for the FP, it's a good use of the leader but I personally think we'll pull in another during the war. Mistfits graphs are a great tool, but somewhere misleading when looking for the odds of pulling in at least another leader. Notice that after 12 Elite victories the number starts going down? That's because it becomes more likely that you'll get 2 leaders then just 1, and his graph goes by getting exactly that number of leaders.

As to the HG vs GL, the gardens will help but we're not exactly having happiness problems right this second(although the more contents we have the bigger we can grow our cities without lux = more income/production). The Lighthouse will definatly help us find the other continent, but is the few galleys we'd lose otherwise worth the trade off for happiness that the gardens would bring in?
 
Gengis Khan said:
Alerum caught the single biggest disadvantage to making an army at this point. He'll be useful for this war and to give us the Hero Epic, but then we can't use him again until Transports at which point he'll have been long obsolete.

GK, a 3man army will fit on a Galleon.
 
Gengis Khan said:
As for the FP, it's a good use of the leader but I personally think we'll pull in another during the war. Mistfits graphs are a great tool, but somewhere misleading when looking for the odds of pulling in at least another leader. Notice that after 12 Elite victories the number starts going down? That's because it becomes more likely that you'll get 2 leaders then just 1, and his graph goes by getting exactly that number of leaders.

(Help! Dell Support is hijacking my computer!)

The tables determine an exact number of veteran-to-elite promotions, since we don't have any elite MWs yet. I wanted to see if I could practically find a balance between fighting with veterans to get elites and fighting with elites to get GLs.

You're right about getting GLs though - once we're talking about GLs, the only thing that matters is getting at least one. That information was nestled on Sheet2, which was so boring to look at that I didn't even bother taking screenshots of it. ;)

Here are those numbers:
After one (1) elite victory, we have a 6.25% chance of having at least one leader. (1 in 16)
2 victories - 12.10% (~ 1 in 8)
5 victories - 27.58% (~ 1 in 4)
8 victories - 40.83% (1 in 2.5)
11 victories - 50.83% (1 in 2)
17 victories - 66.62% (2 in 3)
22 victories - 75.82% (3 in 4)
25 victories - 80.08% (4 in 5)
30 victories - 85.57% (17 in 20)
36 victories - 90.21% (9 in 10)

And these are still victories, so I'm not taking into account the fact that we're going to lose some elite-vs-whatever battles, no matter how careful we are. So it might take, say, closer to 15 or 16 fights to get 11 victories and then have a 1 in 2 chance of getting a leader.

I'm not saying we won't get lucky, but Xerxes had better have a lot of troops for us to fight.
 
Sorry, ment GJ typed Mistfit.
 
@Gengis - If I may pick a nit: By the time transports become available, one who has had a victorious army should have built the military academy, and build at least one Army.

Granted, a Mounted Warrior army would be best left at home... but an Infantry Army guarding a stack of Artillery and Cav is a force to be reckoned with. And Cavalry Armies are a legitimate threat to an Infanry fortified in a Metropolis...

And don't be too quick to label that MW Army obsolete. Here are some combat odds using a 13/13 Regular Army of Iroquois Mounted Warriors versus units fortified (+25%) in a city (+50%):

versus Pikeman MW Army wins 86.8%
versus Musketman MW Army wins 72.2%
versus Rifleman MW Army wins 45.4%

Based on these stats, a Mounted Warrior Army is a force to be reckoned with until the dawn of the Industrial Age.

Question for the team: How might you move an Army overseas if you only have Caravels?
 
scoutsout said:
Question for the team: How might you move an Army overseas if you only have Caravels?

Oooh Oooh :wavey: Mr. Kotter :wavey: pick me

I have done it in a recent game of mine.
 
@Gator: I know you knew it. (I read spoilers too... :p )

@Mistfit: You're right - but you don't have to leave the army completely empty. You could just load it with 2 units, and load the 3rd later. The "Standard Bearer" counts as a 'unit'.

This would also give you the option of making that third unit something with a little more punch, like a Knight. Though I generally don't mix unit types in an Army, my only hard rule is that I don't mix units of different characteristics. In other words, you wouldn't catch me putting a pike in there with the MWs, and I wouldn't stick a cav in with two infantry...

On occasion I have also stuck 2 units into an army and used it just like that, though I normally only do this with harder hitting units like tanks or modern armor...
 
The unloaded army unit has movement of 1 so if you load a single MW in it (assuming the intention is a MW army) it will now have 2 moves (3 moves in C3C) and IIRC will still load on a GALLEY.

The other point is once you create the army unit from the GL you can spawn another GL. In battle sometimes I will rush the GL unit to the nearest city and create that army unit before fighting with anymore elites on the same turn.
 
Lighthouse vs. Gardens:

At this point, we are quickly going to run out of neighbors. I think the imperetive decision here is to make contact with the other continent. Now, using suicide galleys would probably do the job, but we'd still be stuck on homeland.

Question: does the Lighthouse allow trading across sea squares? If so, then we can trade for more luxuries.

Additionally, if we rush the Lighthouse, Persia will probably switch to the Gradens and if they are far enough along, we could capture it for ourselves.
 
Answer: No, the GL only makes sea tiles safe & increases naval movement by 1.
 
The GK2.2 Trading Exercise has begun. As some of you may have found out the GOTM20 Trading Challenge that was reference several pages back is not currently available. Instead I have found a version that was originally posted by Moonsinger. (Actually AlanH had it saved.) I encourage all of our trainees, trainers and lurkers to play.

I set it up as a seperate thread from the original posting so that no one is tempted to read the prior results.

Good Luck and post your results in that thread. Here is a link to it.
 
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