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EyesOfNight
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uhhhhh....why don't you just mutliply the number of turns by the shield production and subtract the total amount of shields required? But if you feel a highly complicated equation is required then feel free to invent one Einstein.
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La Fayette
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albi, france
Oct 2000 time: 06:14
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quote: Originally posted by EyesOfNight
feel free to invent one Einstein. |
Why are you always so aggressive EON?
Did your mother beat you when you were a young boy or what?
I am sure you are a clever and experienced player. Why not show us? Why not play a game against Dave? Why not have a try at some of the scenarios we are now playing (such as ww2 with a minor civ, or Rome, or Alexandre,...)?
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EyesOfNight
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Well I decided to come up with a nice equation for this incredibly complicated problem.
F(S)=([(S*P)^4-80/4000E^(-4)]+[(WAHA*CE)(e^x)])/[X ln 14.4^(KX)]
Where S is shield production, P over all production, WAHA is the width of AH's ass, CE is the circumference of the Earth, and X is the IQ of DaveV. In recent tests of this equation WAHA is usually a very high value while X is very low, even sometimes a negative.
"AH - the other trick is to move your workers to produce exactly the number of shields required. Say you have 36 shields in the box toward a settler and are producing 6. You can move a worker from forest to ocean to reduce your shields production by 2 and increase your arrow production by 2."
That's a pretty fancy trick you got there. Better write another strategy on it, looks pretty complicated and I doubt it's ever been used before.
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Edward
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Rasputin,
Such micromanagement (checking worked squares in every city) is too much for me in the later game years. I too find such micromanagement distracting. (Also I only play single player so I'm not at too much of a disadvantage for not micromanaging to that detail).
Like you, I avoided incremental buying for a long time because it looked complicated. As Smash notes, it's surprisingly easy once you try it. You don't have to go to every city. Just whenever you would normally rush-buy a unit, instead rush-buy the cheapest unit. Now rush-buy the next cheapest unit. Now rush buy the next cheapest unit, etc. until you buy what you wanted. No math at all! Barely any thinking. After half a game it becomes instinctive. Very easy, very powerful.
(Yes, you needn't start with the cheapest unit - just the cheapest unit which costs more than you have shields for. I'm just trying to show how easy it is. Also you needn't incrementally buy city improvements or wonders since their cost per shield is constant so there's nothing to be gained. You might use the same principle to "half buy" improvements and the like, but I wouldn't call that incremental buying.)
This being said, I'll agree with you that incremental buying is a cheat. Not because it's not in the manual, but because it was clearly not intended by the creators. Civ2 makes it more expensive per shield to rush-buy many rows of military unit shields. The more unit shields you buy all at once, the more they cost per shield. By rush-buying cheaper units you trick the computer into thinking you're only buying a few shields, so the cost per shield is small. This way you always (unless some units aren't available) pay the cheapest rate per shield. Why would the creators impose a higher cost per unit shield to rush-buy many of them, and then offer a convoluted tiresome process wherein you don't have to pay the increased cost? Did they say "Players love meaningless dull micromanagement. Let's introduce some by creating a rule that you need to circumvent by hitting the change and buy button a bunch of times. Boy, I hope it's obvious that you're supposed to pretend to buy a bunch of things you don't really want by manually changing your city build orders many times in a given turn. It be a shame if someone thought you were supposed to just hit the buy button to buy something!" Like you, I hope they close this loophole in Civ3. ('Though please still let us change our production! I often legitimately change my mind halfway through my turn. Perhaps unit shield price should be based on the number of shields that were in the box at the beginning of the turn, not the number of shields that happen to be in the box right now. Better yet, just make it always cost 5 coins per unit shield!)
I guess if I played multiplayer, I'd be forced to use incremental buying (and rehoming, and temporarily pumping up arrow production before delivering caravans, etc.); but as a single player I can dismiss my laziness as "being honest". Now I think my real reason for avoiding incremental buying is to increase the difficulty while playing the AI.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:14
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I think its pretty clear that the makers didnt intend for incremental rush buying, although since i cant read minds i cant state it as a fact. I believe if they wanted that they would have set the price equal to the rush buy price when u hit the buy button. Having said that, nothing is a cheat that the players of the game agree upon before the game. Its only a rule.
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EyesOfNight
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YOu guys are trying to come up with complicated ideas as usual when really it's very simple. It's nothing more than a flaw in the equation they use for buying something. I don't remember the exact equation, but if you go back and look at it you'll understand why it is that buying 1 row four times is cheaper than buying 4 rows one time. This game is 6 years old, it was never intended to be taken to this level of playing. They took what was a very laid back AI based game and threw it to the hardships of multiplaying. Lets face it, the game was never truly play tested fully and it shows. So stop whinning and play with what is there. Civ3 is going to have the exact same problem because they're not using players to play test the game, they're using programmers. I guarantee there are going to be all kinds of nice little bugs that will probably never be fixed. Deal with it.
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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