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Shiber
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Haifa, Israel
Jul 2002 time: 07:18
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If I recall the mechanics of culture flipping well enough, I believe that with moderate garrison, a culture flip can be prevented entirely.
We'll have enough troops in all front cities at all times to nullify the risk of culture flips. The rest we simply cannot keep - with a small garrison (which we cannot commit anyway) we'll still be facing considerably high risks of culture flipping, and if the city flips, we lose that force.
Last edited by Shiber on 02-12-2004 at 23:57
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Shiber, I worked on the culture formula many years ago... from memory, it was this:
chance = ((#foreignCitizens + #foreignTiles + #resistors) * TotalCultureRatio * 2IfHigherForeignCultureInCity * .5IfWLTKD * 2IfDisorder - #garrison)/DistanceFactor
I think that was it, but I'll check once we get so far. The DistanceFactor is somewhere between 500 and 8000, depending on closeness of the capitals.
So what we need to do, is to get the city in WLTKD, deal with all resistors, and get those foreign tiles out of our influence asap. The rest is out of our control right now, our culture is a bit less than Lego, but not much. razing a city, and rebuilding does not guarantee it won't ever flip, btw.
In our case, garrisons will be moderate, or without them chances will be relatively low. But I'll calculate precisely once we get there (although AFAIK nobody truely figured out how the distance factor was calculated)
DeepO
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:18
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Sorry I had not tried it. Here is one I have used. I had to rename it to sav.
Attachment: flipcalc.sav
This has been downloaded 1 time(s).
Last edited by vmxa1 on 03-12-2004 at 21:07
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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We'll see tomorrow. I've got to say, I'm curious what target they choose to hit. I'm even more curious if we've got a working chain or not. For them, it will be a decision between GoW and us, for us, it is the difference between either being the biggest threat to them this turn, or having to take it slowly, and let GoW do the work. But we'll see in a couple of hours, no need to get too excited about this.
BTW, I will be gone tomorrow for a couple of hours, as I've got an application interview to go to (not that I expect this to be the job I'm looking for, but after 2 months, it's getting time to do some interviews )
DeepO
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alva
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Republic of Flanders
Sep 2001 time: 06:18
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quote: Originally posted by vmxa1
They posted all they intend to for now and it is not much. They left off what occurred in the East. |
For easier reference:
quote: 1265AD: Battle Report, Part 1
This is a partial battle report of what happened in the Western Theatre (against GS) this turn. The other part of our battle report for this turn will be posted after GS sends the save on. We believe that knowing what happened in the Eastern Theatre would grant GS too much of an advantage.
- 5/5 Lego BB bombed 4/4 GS transport at Q.M. 477, 1hp off the transport
- 2/4 Lego BB bombed 3/4 GS transport at Q.M. 477, 2hp off the transport
- 1/4 Lego destroyer bombed 4/4 GS marine at Q.M. 77, 1 hp off the marine
- 4/4 Lego BB attacked 1/4 GS transport at Q.M. 477; transport sunk, no hp lost
- 1/5 Lego destroyer bombed 4/4 GS carrier at Abilene 441, 1hp off the carrier
- 1/3 Lego destroyer bombed 3/4 GS destroyer at Abilene 441, 1hp off the destroyer
- bomber bombed Abilene 87, 2hp off an MI
- bomber bombed Abilene 87, 1hp off an MI
- bomber bombed Abilene 87, 1hp off an MI
- artillery bombed Abilene 87, 1hp off an MI
- artillery bombed Abilene 87, 2hp off an MI
- artillery bombed Abilene 87, 2hp off an MI
- artillery bombed Abilene 87, missed
- artillery bombed Abilene 87, 1hp off an MI
- artillery bombed Abilene 87, 2hp off an MI
- artillery bombed Abilene 87, 1hp off an MI
- artillery bombed Abilene 87, 1hp off an MI
Totals:
1 succesfull attack, GS lost a transport
16 bombing attacks, 15 successful, 1 failed |
Thems got great bombers/arty. 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Standing Info
2 forest remains, D-ville 99 and WoC 23.
Defense Plan
Aeson's comments
GoW war plans
Invasion plan
Start
- GoW sends WM. accept. Sending WM in return. I was hoping GoW would have send us a bit of cash, even if they weren't required. Oh well, we'll manage.
Damn. I wanted to be smart, and check the active deals screen... checking is fine, but when trying to scroll, Civ crashed on me. I can't see if we still have rubber or not. I do see that we've got 2 deals for gems, though, one ending never, the other ending in 7 turns. Diplomacy in this game is not all fixed!
I've got to restart, and will update the rest when I get back.
Done. The remainder of this post is edited.
-------------------
- RP sends WM + 100g. Sending WM in return.
- EotS builds T. (couldn't prevent this).
- Enter city view.
- As I thought, airports are only 160 shields, not 200. But they shouldn't get the mobilization bonus either, which more or less balances out.
Due to the update bug, EotS does give the mob bonus for airports... doesn't matter, we are not gaining from this. We should be at >80 spt without mob.
- Hurricane has to finish its TR.
- Bolderberg changed to airport. (might be needed to change it back to MI)
- D-ville changed to airport
- Elipolis changed to airport
- Tempest changed to airport
- Tornado changed to settler (!) (only 1 worker needed to get back to normal, even without worker possible as the extra worker would only create extra commerce.)
- Typhoon stays on settler
- Arashi stays on MI
- Monsoon changed to airport
- Blizzard changed to DD
- WoC stays on sub (airport next?)
- the rest stays on MIs. Normally, all of the other cities can still be changed next turn, in case we decide we need over 8 airports. Changing to MIs is only possible in certain cases, and after we accept a rubber deal from GoW
- Hurricane builds TR. starts airport (DD not ideal, is better from Blizzard)
- Cyclone builds worker, starts worker.
- Tornado builds settler, starts rifle. needs worker action to work around demob bug
- Typhoon builds settler, starts rifle also needs worker action
- Blizzard builds DD, starts DD (no airport, but can be changed)
- WoC builds sub, starts sub (can be changed to airport, but I'd prefer one more sub first)
- SA builds MI, starts airport. (can be changed to MI in case we don't need >8 airports)
- 793 gold, 0%, 0bpt, +332 gpt. (minituarisation scheduled) 0/? beakers collected.
Modern Era Tech Cost
DeepO
Last edited by DeepO on 07-12-2004 at 23:17
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