Tactics and strategy...follow the action

I checked it's 2.2 against 1.75 for 75.3% win chances for the warrior :crazyeye:

How did you check that? Is there a formula? ( I assume not in game)

Regarding bonuses...all bonuses are applied to the defender, only combat promos are applied to the unit that has it..defensive city raider, shock etc all are applied to the defender...that is why when you are attacking with much higher base strength unit combat is better than CR or pinch, shock etc. (eg mace against archer)
 
How did you check that? Is there a formula? ( I assume not in game)

Regarding bonuses...all bonuses are applied to the defender, only combat promos are applied to the unit that has it..defensive city raider, shock etc all are applied to the defender...that is why when you are attacking with much higher base strength unit combat is better than CR or pinch, shock etc. (eg mace against archer)

I started a game with Boudica of China, and hit a barb scout on a forest hill on turn 1 :) No formula here (enough at work I guess ;))...

Tx for the reminder about combat, for some reasons, I knew how to apply correctly promotions, but not defensive bonus... anyway, that time is over, tx to you ;)
 
Just for the record.....after realizing I was calculating odds wrong (using wrong formula on top of my head) I looked and found this http://forums.civfanatics.com/showthread.php?t=137615&highlight=combat

Which says devide attacker strenght by defender strenght after applying all bonuses and then check this for the odds
Spoiler :

Ratio value Odds of winning
>1.8 99%+
1.58-1.79 95%-98%
1.39-1.57 87%-90%
1.25-1.38 75%-80%
1.01-1.25 62%-75%
1.0 50%
0.80-0.99 25%-38%
0.73-0.79 20%-25%
0.64-0.72 10%-13%
0.56-0.63 2%-5%
<0.56 <1%
 
Are you sure that's up to date? The thread dates back to 2005.
 
Attacking a scout on a forest hill even with a agg warrior is a bad idea. yes the odds are 75%, but 1/4 of the time you will lose the warrior attacking a non-combat unit. Now that warrior is not available to choke your opponent, cover your own worker or protect your city. Only if you are trying some kind of early rush or upgrading that you dont want him to see it is worthwhile.
 
Everything is situational in this game....so speciffically in the case of Ras's scout if there was a warrior out in Aztec land, it would be a bad move to move the scout on the hill.

Why? Because it would be a 75-80% for the warrior to win without risking much as he is the middle of the 3 guys and there will be no warriors or archers going into his land anytime soon.

I would take these odds in this situation anytime.
 
shouldn't a warrior get a bonus against barbs wich would mean ras test was bad?

iirc warriors get bonuses defending cities, and in the first difficulty levels against barbs... I don't think the level was one where you get bonuses but not 100% sure...
 
One question, why didnt Donovan slave the worker?

Chalk it up to inexperience, I guess. I don't think it's a total loss though, because if I slave next turn it should get me enough to build a Holkan outright (provided slaving yields are still 30 shields?) the turn after, then build a Warrior to upgrade.

Let me know if this makes sense...
 
It is a loss of 2 turns on the worker, that means 2 turns back on improved land and chops....and of course the rush!

We are on quick speed here so all hammers, pop slaves etc are scaled down to 67%..so 1 pop slave is 20 hammers, but accordingly is holcan cost.

Right now it will be same turns to get the worker whether you slave or not, because you have not addopted slavery yet.... So maybe you need to rethink plan...maybe it is just better to finish the worker normally finish warrior for upgrade and then slave another worker.
 
OK an update long overdue to the people following the game and to the players that are not paying attention :p

The situation in the North

General situation
First thing is that we have no copper anywhere, not 1 of the 3 teams. From what we have revealed so far none of our opponents in the north has copper in BFC but Baylon has a very nice copper city spot 4 tiles south form its capital.

Babylon must be prevented settling that spot and claiming coper.

Next thing we notice is that they have enough ivory for all 3 teams in the north, while we have only 1 ivory! This is MAJOR problem as elephants are by far the most powerfull unit that will dominate this game unless there is a kill before their time.

Another important issue is that aztec and Egypt are connected by river which means they can share resources without roads, they have lots of forest though in BFC and chances of getting horses there are low...but they have LOADS of chops which means they will develope very fast.

Tactical situation

Babylon warrior which was the first one built in the game is not heading for Mali or Persia but is rather scouting land to the south (they have not seen their copper yet and are desperately looking for it).
Maya warrior is 3 turns from entering Egypt border and the ideal situation would be to occupy that forest hill next to capital.

Mali is 2 turns from first skirmisher :) which should be heading babylon way...however Babylon scout is sitting on the only 3 food tile, which is a bit of an annoyance...however warrior will follow 1 turn after skirmisher so tile should be cleared.

Persia is 2 turns from irrigated corn farm :) I think I am the first to get a 6food tile online and that should give me a head start in developement

Other than that all civs have workers...exept from maya...

The situation in the South

Distances between civs are big in the south so the game will be developement here. Good thing is that India does not have good land (only a 4 food resource and no floods but still 1 tile in fog hopefully nothing there). As a result they have chosen to not addopt slavery yet as slaving without food is problematic...but due to fast workers and chopping they will have second city up before anyone else propably.

Another important factor is that zulu have no copper...there is some fog between zulu and natives that needs to be scouted as copper might be there..otherwise they might need to make a bit further away city to the north to claim the copper as it is important to stop India from developing fast.

Natives have upgrated their dog and he is 6 turns from Rome capital, he is bound to slow them down a bit which is good.

Next update in 4 turns when we get Animal husbandry and hopefully we have horses!
 

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It is a loss of 2 turns on the worker, that means 2 turns back on improved land and chops....and of course the rush!

We are on quick speed here so all hammers, pop slaves etc are scaled down to 67%..so 1 pop slave is 20 hammers, but accordingly is holcan cost.

Right now it will be same turns to get the worker whether you slave or not, because you have not addopted slavery yet.... So maybe you need to rethink plan...maybe it is just better to finish the worker normally finish warrior for upgrade and then slave another worker.

That'll work. I'll get the Worker in 2 turns, optimize to get the Warrior in 2 turns, upgrade it, enter Slavery, then slave the worker at the right time.
 
Another important factor is that zulu have no copper...there is some fog between zulu and natives that needs to be scouted as copper might be there..otherwise they might need to make a bit further away city to the north to claim the copper as it is important to stop India from developing fast.

This doesn't seem like a particuarly big deal. Natives have copper in their BFC which can be gfited to Zulu (me). Not needed for dogs, and no point building spears when I can provide Impi for the same cost.

So we need a road between us (about 8 tiles, mostly unforested) but other than that it's not too big a deal. Obviously would be nice to have had copper in my BFC (or at least closer) to get Impis faster, but the fact that India doesn't have any copper herself (and Rome's copper is about to get Dog-choked) should make up for this?

Anyway, since there are still no warriors anywhere near in the south I'm going to put my 11h whip overflow this turn into a second worker and focus on development for now (getting the copper hooked up for Impis as soon as possible).

Unless there are any particularly good resources in the fog before me and Dan, I think getting my first Impi over to India to choke development or any other copper they might find is probably a higher priority than getting my second city up?
 
Moved scout north west to go check the fog there... Aztec finished a worker this turn:

Spoiler :
Civ4ScreenShot0043.jpg


Rooming opponents near our cities:

Spoiler :
Civ4ScreenShot0044.jpg


Tombouctou:

Spoiler :
Civ4ScreenShot0042.jpg


Note: Apparently we will not have AH in time for my pastures... I plan to make a stop with my worker on that forest near the riverside pig to make on turn of chopping... Though that delays the start of the pasture by one turn... any idea?
 
IMO better to chop the forest that is south next to the capital Ras since there is no troops close.

Also the skirmisher send straight to babylon, let the warrior that will come next turn to take care of the scout.
 
Agreed with the forest IS... best to chop first ring forest first ;)
 
This doesn't seem like a particuarly big deal. Natives have copper in their BFC which can be gfited to Zulu (me). Not needed for dogs, and no point building spears when I can provide Impi for the same cost.

So we need a road between us (about 8 tiles, mostly unforested) but other than that it's not too big a deal. Obviously would be nice to have had copper in my BFC (or at least closer) to get Impis faster, but the fact that India doesn't have any copper herself (and Rome's copper is about to get Dog-choked) should make up for this?

Anyway, since there are still no warriors anywhere near in the south I'm going to put my 11h whip overflow this turn into a second worker and focus on development for now (getting the copper hooked up for Impis as soon as possible).

Unless there are any particularly good resources in the fog before me and Dan, I think getting my first Impi over to India to choke development or any other copper they might find is probably a higher priority than getting my second city up?

8 tiles is a long way to road and if there is copper somewhere there it would be best if you new and slaved a fast settler, so I would suggest either your scout or Dan's scout heads back to explore that area.
 
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