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DanQ
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Emperor of Apolyton, Ruler of the Here and Now
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Ontario, Canada
Aug 1998 time: 00:18
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The sixth edition of the "Faces of Apolyton" interview series, spearheaded by Apolyton staff member and interviewer Solver, is here. Today, we sport a two-page article with <A HREF=/forums/"/misc/interviews/foa_6xin-yu.shtml">Xin-Yu</A>, athe master analyst of <I>Civ</I> games. You are welcome and encouraged to post your comments on this interview in this thread.
When is the next "FoA" coming? It`s just around the corner. Next Tuesday, March 19th, 2002, will feature a one-on-one conversation with Ming, everyone's favorite moderator, 'Man with a Thousand Guns', of the <I>Off-Topic</I> and <I>CivII</I> forums fame. For past "FoA" and other interviews, <A HREF=/forums/"/misc/interviews">click here</A>.
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Dan; Apolyton CS
Last edited by DanQ on 13-03-2002 at 05:37
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:18
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Thanks folks. I'll give some extras here. Ming, I don't know how many parts I'll write but your question will be addressed in the second part
Strategic Thinking (how did I discover them), part I
OK, lets start with 'changing all citizens to specialists'. This was discovered in those crazy days of trying to maximize my score. Here's the analysis:
Objective: maximize score
Score components(in order of importance):
a)population(remember to make them happy at the last turn),
b)space ship,
c)wonder,
d)future tech,
e)turns of world peace,
f)other.
Now THINK REVERSELY, start from your objective, work backwards to know what you need to do.
A) If by the end of the game you want a lot of population points, then you must use WLTKD under Democracy. (Note: Republic may work but not as well. Another way is to use food caravans but I did not know about it at that time).
B) From A): You must get the tech Democracy ASAP.
C) Before Invention the quickest way to get a tech is from goody huts, so we narrow down to how to get to Democracy quickly after getting Invention, this makes only one tech (democracy) if you have banking (Note: at that time I was still doing resetting hut results).
D) The first civ to discover Philosophy will be granted a free tech.
E) So the quickest way to Democracy is to set science to zero (so that the free tech from Philosophy won't be wasted), and reset goody hut results till you get philosophy (must be the first civ to discover), banking then invention, and then hire one scientist or set science rate to 10%. You then get democracy as a free gift immediately.
Put the plan into action and found that sometimes democracy could not be picked immediately after invention. (Note: Oedo found out that, unless you are playing a scenario, 1/3 of the techs won't be available each time you get to pick a tech. His discovery was way to late for me so I had to deal with this difficulty by myself. BTW at that time I did not know caravans give science bonus, otherwise I'd definitely use them).
Hence the only question left is to find a SHORT TERM solution of maximizing science so that democracy can be discovered faster. It does not take a genius to figure out that you should rush build libraries and change all citizens in big cities (size >=5) to scientists. Since this is a short term solution, you can afford to have food deficit in those cities. Put this plan into action and it worked! So the next step was to fine tune the strategy to achieve its maximum potential (like, grow all cities to size 5, store enough food, etc.). The 'dancing' technique (i.e., citizens as workers and specialists in alternate turns) was formed during this fine tune process. Then later on the 'size 5' strategy was born out of this, mainly to free the player from relying on goody huts before invention.
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:18
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Hi folks. Thanks a lot for paying a visit here. It's a pleasure to have you guys. I know soon my thread will be buried deeply and forgotten (when Ming's interview is out, that is), so I'm trying to use this 'short' time to leave some impressions Some of you guys are great strategist (Vel especially) so maybe you will be interested in my articles.
Strategic Thinking (how did I discover them), part II
In this part I'll talk about how I found the X-pack. Before that, I fulfill my promise to Ming and reveal how I found the trick of using multiple engineers to finish work in one turn.
One day, by accident, I had 3 engineers irrigating a forest square and turned the square into plain in one turn. From past experience this would not be possible, so I was fascinated and wanted to repeat the result. So I did some logical thinking:
Under ordinary situations, only the first 2 engineers' work are counted;
This time, the 3rd engineer's work counts;
Hence, it is very likely that, I did something to make the 3rd engineer BECAME the 2nd.
So I tried to dismiss the first engineer from work before the 3rd one was committed to the job -- Walla!
Now back to the X-pack. A while ago a discussion of "which unit is the best" drew my attention (don't ask me when since the same question was asked a million times). I found the topic interesting and decided to do some research on it:
Objective: find the best unit
Problem of the definition: there are many functions for a unit and team work may enhance performance (analogy: the Olympic Games). Hence the objective has to be broken down to functions and single/double/team play.
Break down of objective:
Single: find the best unit for
a)attack
b)momentum (the ability to attack continuously)
c)defense
d)move
e)martial law
f)assist
g)reckon
h)residual value (disbanding, lowering rush cost, no support cost)
NOTE: the spying ability of diplomat/spy, trading ability of caravan/freight and settling ability of settler/engineer are not considered, since that's what they are there for.
Double: find the best pair of units for
a)attack and defense
b)attack and momentum
All-round:
a)find the best all-round single unit
b)find the best all-round team consists of multiple units
Now, my answer to the questions:
Best Single:
a)attack -- Spy (can take a whole city with improvements intact/can plant nukes)
Runner Up: Nuke, Howitzer, Stealth Bomber, Cruise Missile
(Cruise Missile after Stealth Bomber since you can't make vet missiles)
b)momentum -Stealth Fighter (can attack a lot of rounds per turn)
Runner Up: Armor (can recover from injury by taking an enemy city)
c)defense -- Bomber/Stealth Bomber (only fighters can attack them)
Runner Up: Mech. Inf. (against non-air) /AEGIS Cruiser (against air)
d)move -- Nuke (long range, can ride on both carriers and subs)
Runner Up: Stealth Fighter (more useful when you want to put off a fire)
e)martial law -- Warrior (undisputed champion, dirty cheap)
f)assist -- Engineer (build roads, airbases, etc. to assist attack and defense)
Runner Up: Transport (increase movement of units), any missile/plane unit(cover ground to reduce partisan problem, assist land units bypassing ZOC), Spy/Freight(ZOC), Partisan/Explorer(counter-partisan, ZOC)
g)reckon -- Nuke
Runner Up: Any plane/missile unit
h)residual value -- Warrior (can be upgraded to riflemen and disband for 20 shields, the ability to build warrior lowers other units and improvements' rush buying cost)
Runner Up: Pikemen, Fanatics(no supporting cost)
Best Double:
a)attack and defense -- Stealth bomber/AEGIS Cruiser (unbreakable, but only works on ocean squares)
Runner Up: howitzer/bomber (just watch out for stealth fighters)
b)attack and momentum -- Stealth Fighter/Carrier
Runner Up: Armor/Transport
Best All-round Single: There is no single all-round champion, so I split the functions into domestic and combat.
Domestic: Warrior
Combat: Stealth Bomber (great attack, defense move, assist and reckon, just lack of momentum)
Best All-round Team: Since warriors can take care of domestic matters single handed, we only need to find the best combat team. We should build up our team on top of our all-round combat champion, the Stealth Bomber. The Stealth Bomber has two drawbacks: low momentum and lack of resistance against fighters. So I thought about ways to counter them.
I figured out a way to double the momentum: I flew the bomber next to its target, then used two engineers to build an airbase underneath the bomber before ordering it to attack. As I expected the bomber could go out for another round of bombing the very next turn. Thus, I saved the turn for the bomber to back to a city.
As for the other drawback, a lot of people knew the answer: put a Mech. Inf. underneath the bomber to absorb fighter attacks. I enhanced the defense further by building a fortress on the spot and adding more Mech. Inf.s to the team.
Think one step further: can we get the benefits of both? The first measure requires to build an airbase, the second requires to build a fortress. If we first build an airbase then switch to fortress, we may be able to get both. After tests showing the trick really worked, I added several Stealth Fighters to increase momentum and replaced the stealth bomber by bomber to reduce cost. That's the final version of the X-pack -- the best all-round team.
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Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999 time: 05:18
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AH, it's a serious game certainly. However the sort of game that Ming, Rah and Xin describe seems to be playing both against people and the game system. I don't know if I like it, and not simply because I don't know it. To seek an advantage over an oponent w/ wise play IS the game, to seek an advantage over an oponent using technicalities... You might not find out who is the best player, just who is the most technical. Perhaps if you think those are the same thing well then ok...
Here's a question for Ming, Rah and Xin...certainly you guys aren't breaking the rules, but is it the right way to play? Starting a city near an enemy city and naming it the same seems...tricky. Using the mechanics of the game in a manner not intended...hmmm. Perhaps I'm not stating my case very well. I can tell you that Napoleon never started a small French city in the heart of Russia and called it Moscow...
Do you guys use such unorthidox strategies whenever you play?
Certainly to each their own...
Last edited by Lancer on 14-03-2002 at 18:05
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