 |
|  |
 |
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
I did not see a post about the ''Hut pattern'' ? Do you guys not know this yet, or is it not interesting knowledge?
There is a 100% fitting pattern for every map. the huts are always placed in the same way, just like the grass shield/ non shields are placed in a strict pattern. Just where the pattern is placed on the map is random. After getting a few huts, you can determine the pattern for the whole map, but this is very tricky.
You can also use a formula for the pattern that works for a high probability of getting a hut (the most likely chance to find the next hut).
The best is to use first the simple method, and with that see if you can figure out the complete pattern.
the simple formula is: if you find a hut, go 3 spaces to the left or 3 to the right. the chance you are then inside the next hut or you will see a hut right above you or below you is big.
If you see a hut or not both can tell you where you are in the pattern unless there is water on this location.
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
another thing about huts. did anyone write down the chances for what you get in huts in relation to the distance to your cities? this is not a 100% fit like the hut pattern, but it works. you can influence the outcome of a hut by placing your cities.
an example: if you see a hut near your first settler, take the hut and found your city on the exact location. if the next hut you find is in the closest hut pattern distance (except from 3 spaces straight) and it is also on grass or plains, the chance is bigger you get an advanced tribe then when you didnt found your first city on the first hut location.
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
i only use 1 special per city anyway to maximize the early trade/ production early in the game. my cities are too slow to use 2 or 3 specials early in the game, and i want to use them all constantly, but this is slightly off topic.
anyway: why do i see nothing posted about the hut pattern? do you guys know the 100% fit of the hut pattern? or just the quick/ dirty one?
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
there are only 2 different groups of 8 huts. these 2 groups are situated to eachother in always the same way. So overall, there is only a pattern of 16 huts. It requires an image to show how this works. If you see the pattern, you can work out guidelines for your game to figure out where you are situated in the hut pattern. But mostly by the time you are 100% sure where you are located, most of the huts are already taken. but sometimes it helps.
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
quote: Originally posted by Xin Yu
In my last post I was too lazy to make it clear to everybody. The pattern of huts is difficult to recognize in a real game since after you open them they disappear (you have to write the positions down, even so you don't have a visual aid to find a pattern). However, the pattern of specials is easy to recognize. Here's the key: for a group of 8 specials, there will be 4 huts associate with them. The relative positions of the 8 specials and the 4 huts only has two possibilities. Now you can easily figure out huts' positions. |
Both specials and huts are placed in an undrestroyable pattern that is NOT random in ANY way. I have never researched whether the hut pattern is directly related to the specials pattern. If this is true, then the game becomes even more unpredictable.
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
quote: Originally posted by Scouse Gits
Sometimes one can be lucky - a start such as this allows the entire hut/special pattern to be fathomed ...
_____________
The SGs in SG(2)'s wine cellar |
true,
if there is a special above the ocean square that is above the hut square, you already know all the hut locations and resource locations (excluding the possibility of ocean on a hut square ofcourse).
oops, ignore that about ocean. with clicking in the black or use V i can ofcourse know wheather there is land or ocean.
Last edited by Species8472 on 28-06-2001 at 22:07
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
we can also conclude from this, that it is IMPOSSIBLE to find an advanced tribe and have no special in the city radius. if there is none, it is hidden. but there is 100% sure a special in the city radius.
|
|
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
darn, i just found out, that in internet games, it randomizes the specials, while in single player it doesnt.
|
|
|  |
 |
|
EyesOfNight
|
|
HAHAHAHA!! You are a complete moron woke. You've been droning on about this new strategy you think you've invented and you never knew that the specials pattern is broken up in ANY game. It doesn't have to be an internent game.
|
|
|  |
 |
|
EyesOfNight
|
|
And this is what woke is basing his idea on. I wrote this a long time ago so to me it kind of sounds gay in some places. It works on any setting, just depends on how skilled you are at it. As far as I know I'm the only one that has been able to do it successfully.
Locating A Civ Using Demographics
This only works in 1 on 1 games. I'm not saying it doesn't work in larger games, but it's much harder to do and it's not really needed as much. Also this pertains more to duels on a small map. All resource values are assumed to be 2x. It's extremely difficult to do and you have to have a lot of knowledge of the values of resources and how the AI sets the map up, along with an active imagination to visualize how the map looks. Also I am assuming that the age of this map is 3 billion. On 5 billion or 4 billion the resources occur too sporadically to classify into zones. This can’t always be used, but a lot of times it can. Either way you can find out what’s in your opponent’s city view.
1. ZONES
First let us divide the map up into zones. Zone 1 is the artic region, 2 is the part between the artic region and the equator, 3 is the equator, then it goes 2 again and then 1. N1 is the northern artic zone, S1 is the southern artic zone just as N2 and S2 are north and south zones.
2. DESCRIPTION OF ZONE TERRAIN
Of course these descriptions are not set in stone, but can be used as basic guidelines for zone formation.
A. Zone 1
Very bottom region of map. Glacier, Tundra, plains, grassland and forest can be found here. Plains squares are usually sporadic and are fairly rare.
B. Zone 2
Most diverse terrain. Can have just about anything in it. Jungles, and swamps will occur here most, but will sometimes be in zone 3 too. Mountains, hills, grassland, with even the occasional desert square. Mostly grassland however. Usually has the best land on the map.
C. Zone 3
Mostly desert and plains. Forests will occur here but will be sporadic. Occasionally there will be some jungle and swamp in this region but it's usually in patches and not widespread. Mountains many times will occur in large ranges. Grassland will also be seen here, but not in large quantities.
3. RESOURCE ZONES
Most resources occur in these certain zones, but can however be found sometimes out of their normal zones. Water resources are not included. This table shows zones of the resources, and my rough estimates of how often they will occur in these zones. * indicates a zone where the resource will occur only in extremely rare circumstances.
Buffalo: 2-35% 3-65% 1*
Coal: Just about anywhere. Not used in tracking civ.
Desert Oil: 3-80% 2-20%
Arctic Oil: 1-100% 2*
Fruit: 3-30% 2-70%
Furs: 3-60% 2-40% (only very lower regions of Z2)
Game: Same as Furs.
Gems: 2-70% 3-30%
Gold: 3-55% 2-45%
Iron: Same as gold.
Ivory: 3-100% 2*
Oasis: 3-80% 2-20%
Peat: 2-70% 3-30%
Pheasant: ANYWHERE Not as common in 3,1&2 most likely.
Silk: Same as Pheasant.
Spice: 2-70% 3-30%
Wheat: 2-35% 3-65%
Wine: Just about anywhere. harder to use in tracking civ but can give idea and tell what's in view.
4. EXAMPLE SITUATIONS
There are many situations you can tell where a civ is using demographics. It's obviously not a pinpoint of where it is, but it will tell you the zone the player is in.
A. Lets say you start out on a grassland square, no resources around you except for a forest and a lake. It's the first turn of the game, you both have a city. Now lets say you put your resource on the forest and the demographics say you are first in MFG, 2nd in GNP, and 2nd in Food production (FP). Put your resource back on a grassland square. The new values are 2nd GNP, 2nd MFG, 2nd in FP. In this situation if it shows you are first in FP then it's most likely a whale in your opponents capital. If that's the case it's not of much use to you but it does tell you your opponent is near a water source. However, if you're second in FP still then you have to go down the list of possibilities. There aren't very many that can give this combination of high food and high production along with GNP. Of course there could be a double combination of resources where your opponent built on a resource and has another one in view, but that is more rare and far more complicated. We'll assume the simpler combinations for now. A forest is obviously in view. Silk won't give the food but pheasant will. Now in order to get the GNP your opponent has to be on a river. TO test this we put our resource on the lake. If you're now first in GNP then your opponent has a pheasant and a river in view. This doesn't give a clear distinction of what zone your opponent is in, however it does tell what to look for. If you're still second in GNP then there's two resources in play which is far more complicated and would take a lot of writing to explain how to figure out what exactly they're using. But I want to assert that it is definitely possible to figure out what they're using in most cases.
B. Lets take another situation. Same resources in your city as before. You put the resource on the forest just as before, but this time you're second in MFG still. However you're first in FP, second in GNP. It could be that you're tied for first in FP, so take all your resources off and put on an entertainer. Look at the demographics, if you're second for FP then the following could be true: You both have the same resources and are using a forest, a river could explain the higher GNP of the opponent. If you're 1st in FP then your opponent is almost definitely using a combination of iron/oil with a river. To make sure it's a river and not a double resource combination use the lake again. In this case it shows you as first in GNP showing your opponent is using a river. Now the probability that your opponent is using oil on the artic is very low so we'll rule out zone 1. That leaves zone 2 and 3. Now we know that mountains occur in the upper regions of 2 and all along 3 and that oil is primarily in 3. So our target is the equator. It could be very possible that your opponent is on a river with iron down towards the bottom of the map, but it's far more rare.
Obviously there is some room for error using this technique, but it gives you an idea of where your opponent could be and in some cases a very clear idea of where they are. In the examples I know it's a little confusing and I didn't go into all the combinations and possibilities. I basically gave the examples to give you an idea of what this does and how to do it. You can't always use this technique because sometimes there are just too many possibilities. Majority of the time though you can or at least get some sort of advantage from it. Also, there may be a few mistakes up there because it was very hard to explain how to do this and got a little confusing trying to explain all the possible combinations on paper. It takes a lot of experience and a lot of practice to master using this so if you can't get any results on the first few times don't give up on it.
I have alot of other strats too.
|
|
|  |
 |
|
SlowThinker
|
|
homeless, Praha, Czech Republic
Jan 2000 time: 06:12
|
|
Eyes, this post was written by Sean Leitzinger on 20-10-2000 01:39 in Locating A Civ using Demographics .
It is very interesting, your brain is probably exactly the same as his one ...
Last edited by SlowThinker on 04-07-2001 at 02:18
|
|
|  |
 |
|  |
 |
|
Species8472
|
|
re-read, re-write, redo, undo
Jan 2000 time: 05:12
|
|
quote: Originally posted by EyesOfNight
HAHAHAHA!! You are a complete moron woke. You've been droning on about this new strategy you think you've invented and you never knew that the specials pattern is broken up in ANY game. It doesn't have to be an internent game. |
it does not matter that the 2 different types of specials are mixed. i can still locate all the huts on the entire map within the first 5 turns. it just needs a little harder thinking, but it is possible.
with luck i can locate all huts in the first turn.
It's you who is the idiot Eyes, because you still dont know the hut pattern, while you think you do. and its so simple.
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|