Gotm22-Vikings PreGame Discussion

Well, that great first day of the month means GOTM and a cha llenge. First thx to all for their insights on how to play 22. This will be my second Gotm-- won at conquest last month though don't know my rank-- never went for a cultural victory before so I will fly CONQUEST this month. See you all in Scandyland.
 
Jove> Your can refer to mydisease's formula. The only change here is the difficulty multiplier which would change to 1/0.7 = 1.42857. So, the basic formula (for unknown tech) is

Science beaker = base science cost*map factor*difficulty factor
= base science cost *24*1.42857
= base science cost * 34.2857
 
Arrrrr, thanks. Now if only I'd made some record of the base science costs at some point over the last 16 months... So the base science cost would be the number of beakers for a given tech on the smallest map on the easiest difficulty level? I'm assuming those factors would be 1 in that instance? Maybe I'm being a bonehead here, but I just never kept track of any numerical data...
 
Originally posted by ltccone
In GOTM 19 I finished 198 out of 245. In GOTM 20 (playing conquest) I finished 95 out of 185, barely in the top half.

Does this mean I can't play the Vikings GOTM 22 in conquest?

95 out of 185 is barely in the bottom half, so you should be eligible for GOTM22's Conquest class.
 
Sorry for banging this drum again Cracker. But I think the open class needs to be told how many settlers and workers the AIs are starting out with. While I guess we could get by not knowing how many starting settlers they have as we will find out soon enough- I think that knowing the numbers of workers they have will help us decide how many of them we can safely extort or buy without disrupting the AIs development depending on our goals.
 
Originally posted by SirPleb
Another 20K calculator (my apologies Greebley ;) )

I wrote an Excel worksheet to help me with 20K related calculations and pojections when I went for this goal in GOTM17.

I thought this month some people (those who like to do things by the numbers :) ) might find it helpful. So I've tidied it up a tad and posted it in the utilities section on this thread.

Hehe, and another. I modified Greebleys (and posted in his original thread ) to show culture per turn and total culture for all the years. The problem is, I used Karasu's numbers to test it and was off by 10 years (5 turns). Looking at yours I noticed an adjustment for errors, and you mentioned revolutions. Does culture not accumulate during anarchy? If so then this would explain the 5 turns difference.
 
The base science cost are in the editor. Look under rules and then click technology. Examples - ceremonial burial is 2, masonary is 4 etc...
 
Originally posted by Xevious
The problem is, I used Karasu's numbers to test it and was off by 10 years (5 turns). Looking at yours I noticed an adjustment for errors, and you mentioned revolutions. Does culture not accumulate during anarchy? If so then this would explain the 5 turns difference.
Yup, the periods during anarchy throw a wrench in the calcs, culture doesn't accumulate.

There's also a subtle twist to watch out for. When I was getting my spreadsheet to work I discovered that the way the 1000 year bonus works is a bit strange. If you build a culture improvement in turn X, the game remembers it as having been built at turn X-1. And then it starts doubling the culture at ConvertTurnsToDate(X-1) + 1000.

For example, if you build a wonder at 230AD, it's 1000 year date is 1210AD, because one turn before 230AD is 210AD. Later on it can make a fair difference (up to 10 turns extra doubled at the worst case dates I think.)

It took a while till I got it straight but I think my spreadsheet handles all the quirks. The one thing I didn't try to automate was the loss during anarchy. Seems just as easy to put in a manual correction once anarchy is over.
 
Originally posted by Txurce


95 out of 185 is barely in the bottom half, so you should be eligible for GOTM22's Conquest class.

You have to be eligible for a class? I thought it was entirely up to you! :eek:

What class to first-time players get put in? Their choice?
 
A first time player can choose the class. The only other requirement is that if you have completed a game and scored in the upper 50% then you can no longer play the Conquest version.
 
Originally posted by samildanach
Sorry for banging this drum again Cracker. But I think the open class needs to be told how many settlers and workers the AIs are starting out with. While I guess we could get by not knowing how many starting settlers they have as we will find out soon enough- I think that knowing the numbers of workers they have will help us decide how many of them we can safely extort or buy without disrupting the AIs development depending on our goals.

I think cracker is ignoring your request because he does not intend to give out this information. We have not had this information in prior games, so I don't see why we should receive it in this game.
 
If you scored in the top half of conquest players in July, you can't play conquest in August? I didn't do that great... space ship in 1902 AD, but since they won't have the results out for a couple of days, what do we do?
 
Well, I believe that in this case it would be up to your judgement.

My personal feeling is that one should try to move to Open as soon as possible.
Conquest is very good to give one a feeling of what they are doing and to give one more confidence for the later games, but its natural purpose IMHO is to let you use this experience and confidence in the Open challenge.
Even though you may feel "not ready yet", why worry? It is surely going to be fun! ;)

Of course, we are going to let Predator to the really good players -that's another league...
 
I think cracker is ignoring your request because he does not intend to give out this information. We have not had this information in prior games, so I don't see why we should receive it in this game.

I think you are right, Cracker is ignoring requests for clarification on the AI rivals attributes on open class, my guess is because some of the civs in open will have diety settler/workers and others will have emperor. We actually have had this information in earlier games( apart from the civs that cracker has modded)- if you check out the scope of game page it gives you the starting settler/workers for the AI on the different levels but not of course for demigod.
 
Originally posted by zagnut
I think cracker is ignoring your request because he does not intend to give out this information. We have not had this information in prior games, so I don't see why we should receive it in this game.


It looks like the case :(
The values of a difficulty level are public knowledge.

Emperor is 4 extra defensive, 2 extra offensive, 1 extra worker, 20% discount, 50% bonus to attack barbs, and 90% optimal cities.
Diety is 8 extra defensive, 4 extra offensive, 1 extra settler, 2 extra worker, 40% discount, 0% bonus to attack barbs, and 70% optimal cities.

30% discount is clear.
25% bonus to attack barbs is pretty clear.
6 defensive, 3 offensive is a good guess.

Howerver, a key issue is 2nd settler. That is a huge issue to left in the dark about.
 
The late afternoon sunlight slanted through cracks in the Great Hall's roof and illuminated shafts through the smokey air, rich with the smell of the evening's feast. As all such feasts it would be an evening of great tales. But this night would be different and held the seeds of the Viking's destiny for thousands of years hence.

Talk fell to the beginning and the misty days of creation; past which no man can see. "Why were we placed here, and what is our destiny"? It was widely believed that our people were destined to rule the world with culture; this is what the Gods had in mind for the Vikings. The idea brought mischievous smiles to table. Our reputation in the world was that of barbarians but few outsiders knew of the beauty and craft of our home people; nor their cleverness. The future indeed held promise there. It would be satisfying to see the world stand in awe of our cultural magnificence.

There were dissenting voices though, and as is our custom they had their say. "The Gods gave us our being and they gave us free will. They gave us our traits. We cannot but be true to them. We will follow our nature and let the Gods do what they will; let them tend to their own affairs". When Einar asked what that meant for the future of our people, Agnoc replied "Domination!" "We are expansionist and we shall spread to all the corners of the world". :rant:

"We are more than that", said Ragnars, in the thin voice of the aged. Long wisps of silver hair fell past his shoulders. Though time weighed on him enough to stoop his shoulders, his forearms were still solid reminders of his glorious past. :king: He held the respect of everyone in the hall. "We are warriors above all. Conquest is our destiny. Not only will we cover the world but we shall be uncontested".

With this, the room grew quiet and faces turned to Einar, son of Ragnars and seated at the head of the long table. :viking:

"My father is wise. And, there is much conquest in our future; have no doubt!" Murmurs of approval and cups raised in agreement. "And Agnoc is also right. We will expand our territories ever. But there are ends to this earth. Any man with sense knows this. I say to you today that we will go beyond, and take our places among the very stars! A sailor cannot make port without setting a course. I say we set our course now. We have no such ships to take us there but we will build them. We will do it not because it is easy. But because it is hard! If it takes four thousand years, then so be it. That is our destiny and let each step we take bring us closer to that glorious day. Then there will be a feast such that none have dreamed of!" [dance]

This was the night that Einar's wife forbade him ever to drink of the Mead again. :nono: But of the men in the Hall none were sober and Einar's declaration stood. Thus was the destiny of our people decided. :beer:
 
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