Wodhann
South American Norse God
- Joined
- Feb 27, 2014
- Messages
- 1,507
This is a thread to help balance the CBP with win rate statistics.
For every game you complete, post the following:
___
Civ | | | | |
America | | | | 1¹ | 1²
Arabia | | | 1¹ | 1¹
Assyria | 3¹
Austria | | | 2²
Aztecs | 2¹ | | | | 1²
Babylon | | | 1¹ | | 1²
Brazil | | | |
Byzantium | 1¹ | 1¹ | 1¹ | 1¹
Carthage
Celts | 1¹ | 2²
China | | | | 1¹
Denmark
Egypt | | | | 31 | 2³
England
Ethiopia | | | | 1¹ | 1¹
France
Germany | | | 1¹
Greece | | | 20 | 1¹
Huns | 1¹ | | | 1¹ | 1²
Inca | 1¹ | | 1¹ | 2² | 13
India | 2²
Indonesia | | 1¹ | | | 1²
Iroquois | | 1¹ | | 1¹
Japan | 31 | 1¹
Korea | | | |
Maya | | | | 2² | 1¹
Mongolia | 1¹
Morocco | | | 1¹ |
Netherlands | | 1¹ | | 1¹
Ottomans | | 1¹
Persia
Poland | 1² | | 1¹
Polynesia | | | | 1¹
Portugal
Rome | 2²
Russia | | | 1¹
Shoshone
Siam | | | 1¹ | | 2³
Songhai | | | 1¹
Spain | 1¹ | 1¹
Sweden | | | | | 1²
Venice | | | 1¹
Zulu | 1¹ | | | | 2³
Numbers are colored by comparing the prediction of game outcome and the actual outcome, based on stated player level and chosen difficulty.
█: Games are overall easier than they should have been
█: Predictions are overall correct
█: Games are overall harder than they should have been
█: One prediction canceled another (making the strength 0) which means it's sort of an in-between until more data comes up.
Numbers (¹, ², ³) mean the strength of the color in question, higher number suggesting that a certain outcome happens more frequently and/or with more significance. To avoid redundancy and for the sake of staying dynamic, numbers like this will cap at 10, represented by an X.
For every game you complete, post the following:
Civilization - Who you played as
Victory Type - Domination , Science , Diplomacy , Cultural or Defeat
Relative Rank - Single-player only. Choose one:
Outcome - Choose one:
CBP Version(New!) - Which version you're using. Won't count for stats but it's relevant for Gazebo to know if you're playing with the latest changes.
Additional Info - Optional, say something about the game and why it was easy/hard.
Victory Type - Domination , Science , Diplomacy , Cultural or Defeat
Relative Rank - Single-player only. Choose one:
Easier: You played a difficulty rank below your own level of play (example, an Immortal player playing Prince)
Compatible: You played within your own level of play (example a King-level player playing King)
Harder: You played above your play level (example a Prince player playing Emperor)
Insane: You played WAAAY above your play level (example a Chieftain/Prince player playing Immortal/Deity)
Compatible: You played within your own level of play (example a King-level player playing King)
Harder: You played above your play level (example a Prince player playing Emperor)
Insane: You played WAAAY above your play level (example a Chieftain/Prince player playing Immortal/Deity)
Outcome - Choose one:
Walk in the Park: Game was not challenging at all and you stomped the adversaries.
Challenge: Game was fair and challenging.
Moral Defeat: Game was only won because of some flaw in the AI or game balance. This includes winning by savescumming or exploit.
Defeat: You lost and accepted the defeat. (In case of games ending with an AI civ winning, tell us which civ won and how)
Challenge: Game was fair and challenging.
Moral Defeat: Game was only won because of some flaw in the AI or game balance. This includes winning by savescumming or exploit.
Defeat: You lost and accepted the defeat. (In case of games ending with an AI civ winning, tell us which civ won and how)
CBP Version(New!) - Which version you're using. Won't count for stats but it's relevant for Gazebo to know if you're playing with the latest changes.
Additional Info - Optional, say something about the game and why it was easy/hard.
___
STATS TABLE
America | | | | 1¹ | 1²
Arabia | | | 1¹ | 1¹
Assyria | 3¹
Austria | | | 2²
Aztecs | 2¹ | | | | 1²
Babylon | | | 1¹ | | 1²
Brazil | | | |
Byzantium | 1¹ | 1¹ | 1¹ | 1¹
Carthage
Celts | 1¹ | 2²
China | | | | 1¹
Denmark
Egypt | | | | 31 | 2³
England
Ethiopia | | | | 1¹ | 1¹
France
Germany | | | 1¹
Greece | | | 20 | 1¹
Huns | 1¹ | | | 1¹ | 1²
Inca | 1¹ | | 1¹ | 2² | 13
India | 2²
Indonesia | | 1¹ | | | 1²
Iroquois | | 1¹ | | 1¹
Japan | 31 | 1¹
Korea | | | |
Maya | | | | 2² | 1¹
Mongolia | 1¹
Morocco | | | 1¹ |
Netherlands | | 1¹ | | 1¹
Ottomans | | 1¹
Persia
Poland | 1² | | 1¹
Polynesia | | | | 1¹
Portugal
Rome | 2²
Russia | | | 1¹
Shoshone
Siam | | | 1¹ | | 2³
Songhai | | | 1¹
Spain | 1¹ | 1¹
Sweden | | | | | 1²
Venice | | | 1¹
Zulu | 1¹ | | | | 2³
Numbers are colored by comparing the prediction of game outcome and the actual outcome, based on stated player level and chosen difficulty.
█: Games are overall easier than they should have been
█: Predictions are overall correct
█: Games are overall harder than they should have been
█: One prediction canceled another (making the strength 0) which means it's sort of an in-between until more data comes up.
Numbers (¹, ², ³) mean the strength of the color in question, higher number suggesting that a certain outcome happens more frequently and/or with more significance. To avoid redundancy and for the sake of staying dynamic, numbers like this will cap at 10, represented by an X.
Spoiler How this works :
Final difficulty will be evaluated comparing your relative rank and outcome. In other words, while playing a Compatible Challenging game is expected, an Easier Moral Defeat is highly unexpected and a sign that something is off.
The way the "exponential" numbers work is, basically the "strength" of a certain prediction. Predictions are indicated by colors. Olive being that the game was predicted correctly, blue being that the game was easier than predicted, and red being that it was harder than predicted.
Strength from each game finished comes from comparing the game outcome and the relative difficulty (which is why this is really important info). Like so:
"Easier" predicts "Walk in the Park"
"Compatible" predicts "Challenge"
"Harder" predicts "Moral Defeat"
"Insane" predicts "Loss"
This is why pretty much all the numbers in the "defeat" column have more strength than the number shown. This does not mean that there is something necessarily wrong, it's just a way to say that one would not predict that outcome based on initial circumstances.
Depending on the type of prediction, by adding a new game result the strength of each number can be increased, decreased, or even nullified converting the number into another prediction. Examples: 1² + 1¹ = 2¹; 1² + 1¹ = 20; 1¹ + 1² = 2¹; and so on.
The way the "exponential" numbers work is, basically the "strength" of a certain prediction. Predictions are indicated by colors. Olive being that the game was predicted correctly, blue being that the game was easier than predicted, and red being that it was harder than predicted.
Strength from each game finished comes from comparing the game outcome and the relative difficulty (which is why this is really important info). Like so:
"Easier" predicts "Walk in the Park"
"Compatible" predicts "Challenge"
"Harder" predicts "Moral Defeat"
"Insane" predicts "Loss"
This is why pretty much all the numbers in the "defeat" column have more strength than the number shown. This does not mean that there is something necessarily wrong, it's just a way to say that one would not predict that outcome based on initial circumstances.
Depending on the type of prediction, by adding a new game result the strength of each number can be increased, decreased, or even nullified converting the number into another prediction. Examples: 1² + 1¹ = 2¹; 1² + 1¹ = 20; 1¹ + 1² = 2¹; and so on.