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Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 13-05-2003 07:01
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I for one am very pleased that there will be a next turn given the fun that we had (and it wasn't even OUR fault it appears)

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 13-05-2003 09:50
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Yeah, long live the next turn !!!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 13-05-2003 21:18
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Plans for 550BC:

1) G.G. to move S-E-E

2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor

3) Forkman to move N, to Panama for upgrade

4) Howard to move N, going after that camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted

5) DyeHard to be upgraded to a swordsman
6) DyceDarg to be upgraded to a swordsman

7) Mercurio to move W, then W, NW, N, replacing Merky Merc as the isthmus guard

8) Marky Merc to move N, then NW, N, and NW, dispersing the camp.

9) Gaul to fortify

10) Mercus Aurelius to move E to Tarzania, then fortify

11) Settler to found Tarzania; production to be left at warrior

12) Jimbo to road, then mine

13) Troy to move SW-SW-W-W-SW, swinging across the FoW-ed territory, looking for barb camps

14) Silver to attack NW-N

15) Alexander to fortify, healing

16) MercG to return NE to Karina, then fortify

17) Rover to road

18) Forkmouth to start building Barracks

19) Jackson to start building Numidian Mercenary, switching a labourer from the coast to the fully improved hill

20) make sure the new Farmerville labourer works an unimproved riverbank grassland, not the fully improved desert

21. Check the science slider and put it on the lowest percentage that still gives us Theology on the next turn. (most probably 70%)
Thanks, Tibi! Completely forgot about this...
Edit by Tiberius: Np. At least from time to time I'm supposed to do my job, am I not?

Last edited by Tiberius on 14-05-2003 at 10:43

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 14-05-2003 03:07
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21. Check the science slider and put it on the lowest percentage that still gives us Theology on the next turn.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 16-05-2003 17:54
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Plans for 530BC:

1) G.G. to move SE-NE-NE to Forkmouth for repairs

2) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting

3) Forkman to move N to Panama for upgrade

4) Howard to move NE, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted

5) Mercurio to move W, then NW, N, replacing Merky Merc as the isthmus guard

6) Marky Merc to move NW, then N, and NW, dispersing the camp.

7) Mercus Aurelius to fortify in Tarzania

8) Charlie & Leopold to road

9) Frank to road

10) Troy to move SW-W, swinging across the FoW-ed territory, looking for barb camps

11) Silver to fortify, healing

12) Alexander to stay fortified (??)

13) MercG to fortify in Karina

14) set research to Education at 70% (or 60%, if it nets us at least 10gpt for our coffers)

15) Panama to start building a Settler to be used for Kloreepville

16) make sure the new Logville worker works the bonus grassland (a 2-food tile)

17) make sure the new Sharpehaven worker works a roaded grassland SE-SE

Last edited by vondrack on 19-05-2003 at 05:01

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 19-05-2003 06:56
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Also add:

George to mine
Move Zargonia laborers from the two roaded grass to coast for an extra commerce, and roaded hill for more shields when it grows
Move Tarzania laborer from bonus grass by Zargonia to bonus grass by Farmerville (This, along with Zargonia changes, should net an extra shield)

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:25
  Old Post 19-05-2003 11:42
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quote:
Originally posted by vondrack
Plans for 530BC:


14) set research to Education at 70% (or 60%, if it nets us at least 10gpt for our coffers)



70% should be fine. I wouldn't go under that, even if we don't have that 10 gpt. I'm afraid that it'll slow down our research too much.
Let's put it on 70% now and then I'll check the save at home to see the options for the following turns.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 21-05-2003 15:27
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I have temporarily uploaded the last save so that it is downloadable from the Chronicle entry. I will keep trying, but redstar's server is apparently down... redstar's server running again, all files uploaded.

Plans for 510BC:

1) G.G. to skip turn, healing

2) DyeHard to move W-SW, heading for the Southern provinces (Conan's relief)

3) Forkman to move N to Panama for upgrade

4) Leopold & Charlie to move SE, then clear jungle & road
If I'm not mistaken, we have 3+3+1+5=12 turns before Kloreepville reaches pop 3. Instead of mining a grass that may very well end up being used as a food source (read: irrigated), I would clear/road one more jungle tile during that time, finishing the Kloreepvile road connection to our capital.

5) Howard to move N, going after the barb camp on The Hammer (he is not and will not be needed as an MP unit in Panama), then sail over to Legos Minor to collect barb taxes and get promoted

6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting

7) Marky Merc to move N, then NW, dispersing the camp.

8) Mercurio to move NW, then N, replacing Marky Merc as the isthmus guard

9) Troy to move W-S, checking for barb camps

11) Silver to move S-S

12) Alexander to stay fortified

13) Jack to road

14) Jason to road

15) Jimbo to mine

16) Rover to move E, then road
not SE because of security reasons (FoW too close)

17) Logger to road

18) reassign Legopolis labourer from the fully improved grassland E-SE to mined riverbank hill N of the city
We do NOT want Legopolis to grow at this moment. The max 0% lux pop before a Cathedral is 4+1+1=6. We need to finish that marketplace ASAP (that's why we'll squeeze one more shield by reassigning our labourer, speeding up the Marketplace build by 1 turn) and spit out a worker immediately afterwards to keep the pop acceptably low while building the Cathedral.

19) reassign Jackson labourers from fully improved hills to coast
We will need just 8 more shields to finish that Merc, and this setup will be just fine to get them while squeezing two more (uncorrupted!) commerce

20) Farmerville to rush its Temple
labourers to remain at wheat and riverbank grasses

21) reassign Zargonia labourer from the roaded hill to a roaded grassland
Zargonia's current goal is to reach pop 6 ASAP

22) reassign Dye Fields labourer from coast to dyes NE NW from the city
city will grow 1 turn earlier this way.

Last edited by vondrack on 22-05-2003 at 10:54

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 22-05-2003 05:06
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quote:
4) Leopold & Charlie to move SE, then clear jungle & road
If I'm not mistaken, we have 3+3+1+5=12 turns before Kloreepville reaches pop 3. Instead of mining a grass that may very well end up being used as a food source (read: irrigated), I would clear/road one more jungle tile during that time, finishing the Kloreepvile road connection to our capital.


Actually, it's 3+3+1+10=17 turns (the granary is free, but the first fill-up isn't). Since Kloreepville would spend several turns without a mined grass if we did this, I'd prefer to have Leopold mine and Charlie move SW and start the jungle clearing.

quote:
22) reassign Dye Fields labourer from coast to dyes NE from the city
city will grow 1 turn earlier this way.


I assume you mean NW.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 22-05-2003 10:45
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quote:
Originally posted by Kloreep
Actually, it's 3+3+1+10=17 turns (the granary is free, but the first fill-up isn't). Since Kloreepville would spend several turns without a mined grass if we did this, I'd prefer to have Leopold mine and Charlie move SW and start the jungle clearing.

Ah, right, 3+3+1=7 to pop 1, 7+10=17 turns to pop 2... Thanks, Kloreep. In that case, I would still suggest we move Leo+Charlie now and keep clearing the jungle around Kloreepville fast - hoping for a bonus grassland to show up... that should take 1+6=7 turns. I would suggest keeping the Leo-Charlie tandem in sync, as that is how they get most job done in minimum time. I believe Jack (currently nr Legopolis) should be able to build that mine just in time (road hill, go S-SW, go W+mine... 3+1+3=7). He will not be needed to work on the last riverbank hill for some time, as we can't have Legopolis grow to pop 8 before building a cathedral there...

quote:
Originally posted by Kloreep
I assume you mean NW.

Of course.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 23-05-2003 00:48
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Ah, didn't think to use Jack. Let's keep Leo and Charlie together, then.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 24-05-2003 13:17
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Lose 30 kilos (of popups)

I did three things differently from what was posted as our plans - mostly obvious things, I believe.

1) no labourer reassignment in Legopolis - the extra shield gets wasted and we lose on food. We shall reassign only after Jack finishes the road on that riverbank hill (exchanging food for commerce, hopefully).

2) Zargonia labourers reassigned to hills for maximum shield output (2spt) and production changed to Worker. As noted elsewhere, we are running low on Workers (moreover, two of them shall join cities soon, in order to allow pop-rushing) PLUS Zargonia 1-pop rushed its temple on Turn 98, which means we cannot grow over pop 5 there until Turn 119. With few truly productive tiles in the Zargonia radius, I believe we should spit out a worker now, that would keep the pop low enough and that would start mining those hills to make them truly productive...

3) Merc Twain moved W of Forkmouth to check the fogged tile on the coast (found to be clear). We will have time just enough to move Frank to that wheat (T104), road it (T105+T106), move him to Sharpehaven along the new road, join him and poprush the temple (T107). However, this required a check for a barb camp. Merc Twain shall return to Forkmouth next turn.

Plans for 490BC:

1) G.G. to move S-S-SE

2) DyeHard to move S-S-S, heading for the Southern provinces (Conan's relief)

3) Forkman to be upgraded to a swordsman for 40 gold

4) Leopold & Charlie to clear jungle, then road it

5) Howard to disperse the barb camp E, then get aboard of G.B. and sail over to Legos Minor to collect barb taxes and get promoted

6) Giordano Bruno to skip turn
waiting for Howard to disperse barb camp and sail over to Legos Minor for more barb hunting

7) Marky Merc to attack the barb camp NW, probably killing one of the two (?) barb warriors there.

8) Mercurio to move N, then fortify

9) Troy to move S

10) Silver to move SW

11) Alexander to stay fortified

12) Rover to road

13) Frank to move S, then road, then move to Sharpehaven and join city

14) Merc Twain to move E, back to Forkmouth

15) reassign Jackson labourers from coasts to fully improved hills and start building a worker
necessary to prevent food waste; worker will be done in 1 turn, just in time

16) Farmerville to start building a Worker

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 26-05-2003 09:58
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On Zargonia: Good way to pop drain. The harbor wouldn't have been finished anytime soon at any rate; we need Republic's corruption improvement for that. Good switch; I should have been paying more attention to worker opportunities like this.

On not reassigning Legopolis:

Plans:

Also, I suggest moving Angus NW-NW-NW, then doing so again, in case Howard gets promoted to vet quickly; if he is, Angus can be available for ferrying over to get his own promotion, and Howard can be returned and switch places with Dycedarg. (I assume we're valuing promotions to vet over those to elite, since all our units can still be upgraded and will at some point, which erases eliteness.) Legopolis doesn't need the second MP unit now that it has the temple.

Kloreep is offline Kloreep

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of the pillow
Jun 2002
time: 00:25
  Old Post 27-05-2003 09:27
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MB plans for next turn:

Worker complete in Jackson; set build to Temple
Frank to road
George to move W-NW-NW (then W, then road)
Jason to move SE into Dye Fields and integrate into the city; make sure new worker is on coast
Logger to move NW (then road)
New Jackson worker (Jinxo? I've been watching a little too much Babylon 5 ) to move SW-SW-W (then SW-SW, then W and mine)
Poprush Karina's temple
Move Legopolis laborer on the grass tile E-SE to the mined hill N of the city
Move the new Farmerville laborer off the desert and onto river grass

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 27-05-2003 15:05
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quote:
Originally posted by Kloreep
Worker complete in Jackson; set build to Temple

Kloreep, may I suggest spitting out one more worker? The problem is that w/o a temple, Jackson will not be able to operate on 0% lux after we switch to Republic (and that would be before we'd be able to finish that temple). We would either have to use an entertainer or the lux slider, which is both wasteful.

However, if we lower the pop down to 5, we will be able to make full use of the city potential - delaying the Temple build by 1 turn at worst (going from 11spt/6t build to 9spt/7t build - and with the lift-up of the despot penalties on production, we may very well make it in 6 republican turns anyway). The presence of the cattle makes reaching the pop 6 back again a non-issue, the presence of highly productive hill tiles makes controlling the pop growth easy, too.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 27-05-2003 15:36
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Plans for 470BC:

Military Unit Movement/Actions

1) G.G. to move SW-SW-S

2) DyeHard to move S-SE-S, heading for the Southern provinces (Conan's relief)

3) Forkman to move SE-SE-SE, to Legopolis

4) Angus to move NW, then to Panama

5) Howard to embark G.B. (N), then sail over to Legos Minor to collect barb taxes and get promoted to vet

6) Giordano Bruno to move NW-NW-SW, giving Howard a lift to Legos Minor.
G.B. shall then go for Marky Merc, taking him back to Panama, undergoing repairs itself, too.

7) Marky Merc to move NE, has a rendez-vous with G.B.

8) Mercurio to fortify

9) Troy to move S-S

10) Silver to fortify

11) Alexander to move NE-E, closer to our worker between Karina and Logville

12) Merc Twain to fortify in Forkmouth

13) new Jackson Merc to move W-SW, then to garrison Sharpehaven


Worker Movement/Actions

14) George to move W-NW-NW, then W, then road

15) Jason to move SE to D.F. and join city; new labourer to work coast

16) Frank to road, then move to Sharpehaven and join city

17) Logger to move NW, then road

18) new Jackson worker to be named "Jinxo" and moved SW-SW-W, then W & mine


City Management

15) Jackson to start building a worker; see my post above. As Jackson will grow this turn to pop 6, it will have the new labourer autoassigned to the mined hill, which will net us two extra shields for this turn and make the worker finished in 1 turn again.

16) reassign Legopolis labourer from the fully improved grassland W-SW to the fully improved riverbank hill N of the city

17) Karina to poprush its temple build

Last edited by vondrack on 28-05-2003 at 12:37

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 28-05-2003 01:46
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Jackson worker is a good idea. Dye Fields could use another worker, and we should also get that last hill mined for Jackson under Republic.

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  Old Post 29-05-2003 01:34
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MB Plans for 450:

Panama finishes Settler. Make sure it's working all improved tiles except the hill to the E, and set build to a Merc for now.
Jackson finishes worker. Set build to Temple.
Karina completes Temple. Set build to courthouse.

New Panama settler SW-S (then S, then S, then found Kloreepville)
New Jackson worker to be named "Jason Jr" and moved SW-SW-SW (then mine)
New Zargonia worker to be named "Frank Jr" and moved N and mine
Jack to move S-SW onto the cattle (then irrigate)
Jinxo to move W (then S-W and mine)
Jimbo to move S-SW (then mine)
Logger to road

Make sure the new Red Bricks laborer is put on the river grass S-SW of the city (it may be put on the mountain)
Make sure new Logville laborer works a grass, not a hill or coast
Move Farmerville laborer on desert to the unimproved river grass
Change Legopolis' build to a Cathedral: See MB thread for reasoning

Edit: Struck the Legopolis change. We still have two turns + anarchy time to decide, and opinion is currently 2-2.

Last edited by Kloreep on 29-05-2003 at 08:02

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 30-05-2003 07:23
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Not sure if ZargonX is going to post his own turnplan... so here is mine:

Plans for 450BC:

Military Unit Movement/Actions

1) G.G. to move W-S-E

2) DyeHard to move SE-SE-SE, heading for the Southern provinces (Conan's relief)

3) Forkman to move SE-SE, to Legopolis

4) Angus to move NW-NW-NW, then to Panama

5) Howard to disembark G.B. (to N), then rest to heal

6) Giordano Bruno to move SW-SW-SW, going for Marky Merc, to take him back to Panama, undergoing repairs itself, too.

7) Marky Merc to move N, has a rendez-vous with G.B.

8) Troy to attack the barb S

9) Silver to attack the barb SW-S

10) Alexander to fortify

11) Mercules to move S-S-S, heading for Sharpehaven

12) Jackson Settler to move SW-S, then S, S


Worker Movement/Actions

13) Jinxo to move W, then S-W & mine

14) George to move W, then road

15) Logger to road

16) Jack to move S-SW, then irrigate

17) Jimbo to move S-SW, then mine

18) new Jackson worker to be named 'Jason Jr' and moved SW-SW-SW, then mine

19) new Zargonia worker to be named 'Frank Jr' and moved N and mine


City Management

20) Jackson to start building a temple

21) reassign Farmerville labourer from the fully improved desert SW to an unimproved riverbank grassland E of the city

22) Panama to start building a Merc; shall work all improved tiles except the hill E of the city

23) new Red Bricks labourer to work a riverbank grass

24) new Logville labourer to work a 2-food tile

25) Karina to start building a Courthouse

ZargonX is offline ZargonX
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Sep 2002
time: 00:25
  Old Post 30-05-2003 09:52
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Actually, my turns plans match yours exactly...

except..

Conan to move S. This is for an eventual sweep S-W-W to perch on the hills and give us much more advanced warning of approaching barbs, so that Alexander can be deployed more effectively as needed.

vondrack is offline vondrack

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Jan 2002
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  Old Post 30-05-2003 12:33
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quote:
Originally posted by ZargonX
Conan to move S. This is for an eventual sweep S-W-W to perch on the hills and give us much more advanced warning of approaching barbs, so that Alexander can be deployed more effectively as needed.

Well, I am not sure if this is wise. Reasons:

1) We will have our closest unit 2 turns from Logville. If a barb horse comes from the FoW-ed territory up the eastern coast, Logville is toast, as we will not be able to get a garrison to there soon enough.
2) Conan's relief, DyeHard, is approaching (ETA: 5t.). If we send Conan further down south/southeast, it will only take him longer to get back to Forkmouth for the upgrade.

If we really move him this way, then we MUST at least move Alexander E-NE to cover the area.

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  Old Post 30-05-2003 20:22
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quote:
move Alexander E-NE to cover the area


Actually, believe E-N would be the better move. That will give alexander the ability to cover workers on both sides of the ridge, as well as hit anything coming at Logville from the NE. As for delaying Conan's upgrade, I'd rather use him as an early warning system for now then take the time to move him back north.

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  Old Post 30-05-2003 20:33
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quote:
Originally posted by ZargonX
Actually, believe E-N would be the better move. That will give alexander the ability to cover workers on both sides of the ridge, as well as hit anything coming at Logville from the NE. As for delaying Conan's upgrade, I'd rather use him as an early warning system for now then take the time to move him back north.

E-N is ok, yes.

The closest barracks (in Forkmouth) will be just 5 turns away - that's sufficiently close, I believe. A warrior can only be part of a warning screen, due to his low defense - but a swordsmen or medinf could deal with any barb threats coming at him, not having to fear losing its life. I would rather see all our units upgraded while we have time to shuffle them around...

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  Old Post 01-06-2003 01:33
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Just a short note before I post full orders for the next turn - I did two things differently from the plan:

1) reassigned a Legopolis labourer as planned two turns ago (from the fully improved grass to the fully improved riverbank hill) - for more commerce on the expense of no growth

2) reassigned new Red Bricks labourer from the unimproved riverbank grass to the gold mountain (Rich Peak). In order to rush a temple in Red Bricks on the next turn, we need to generate 6 shields there on this turn. That requires working either forest or mountain - I chose mountain because of the extra commerce (it does not matter if we grow +1 food or none at all on this turn, as the regular Red Bricks growth is +2, with no possibility to go higher).

Full plans later this night.

vondrack is offline vondrack

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  Old Post 01-06-2003 06:19
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Plans for 430BC (BIG turn! ):


Military Unit Movement/Actions

1) G.G. to move SW-S-S

2) DyeHard to move SE-S-S, heading for the Southern provinces (Conan's relief)

3) Forkman to move SE-E-NE, to Jackson (to let DyceDarg move to Panama & be ready for a barb hunt trip)

4) DyceDarg to move SW-SW-W, then NW-W, NW-NW-NW, to be ready for a barb hunt trip

5) Angus to move NW-NW, to be ready to embark G.B. on the next turn

6) Howard to skip turn to heal, then N, NW...

7) Giordano Bruno to move SW-SW, then pick Marky Merc up, then S, then E-E-SE.

8) Marky Merc to embark G.B. (E)

9) Troy to skip turn sentry, healing

10) Silver to move E-E to check the hills SSW of Karina for barbs ('cause of Rover moving too close to them)

11) Alexander to sentry

12) Mercules to move S-SE-S, heading for Forkmouth

13) Jackson Settler to move S, then S


Worker Movement/Actions

14) Jinxo to move S-W and mine

15) George to road

16) Jack to irrigate

17) Jason Jr to mine, then road

18) Frank to move N-E, and join Sharpehaven

19) Rover to move W, then N-NE & mine

20) new Farmerville worker to be named 'Farmer', move SE & mine


City Management

21) reassign Legopolis labourers from hills to grasslands (to maximize growth while in anarchy) scrap this... in order to maintain order, we will have to use one specialist in Legopolis - let's make him a tax collector, that will yield one gold even in anarchy (no growth for Legopolis then, but happiness ok).

21) reassign Jackson labourer from the hill to unimproved grass SE-SE (to maximize growth while in anarchy) scrap this, Jackson would be too fast to grow to pop 6... let's leave it as it is, at +2 food/turn

22) reassign Panama labourer from the horse hill to unimproved grass S-SW (to maximize growth while in anarchy) scrap this, it's a forest, not a grassland...

23) 1-pop rush the temple build in Red Bricks

24) 2-pop rush the temple build in Dye Fields
Note: we will have to use one citizen as an entertainer to keep the pop not unhappy - does not matter which one.

25) 2-pop rush the temple build in Logville
after the rush, the game will attempt to make both remaining citizens entertainers - one of them should be manually assigned to work the wheat (a road to the rest of our empire will be finished this turn, bringing the balance to the happiness of Logville).

26) 2-pop rush the temple build in Sharpehaven

27) START REVOLUTION!!!

Note: Although I am not exactly sure about how it is supposed to work, I strongly suggest using the entertainers everywhere to have the cities "happy enough". I fear that without them, cities may descend into riots and the mob could damage city improvements (I think it may happen). The situation will improve on the very next turn, with temples starting to work...

Last edited by vondrack on 02-06-2003 at 19:42

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 02-06-2003 11:00
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All looks good, but I would also add:

Conan to sentry

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 02-06-2003 19:40
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As we plan nothing involving RNG, I believe it is safe to inform everybody that we will suffer a TWO-TURN ANARCHY only!

Yessss!

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 03-06-2003 00:38
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Put an end to popups!

What is RNG? Also, I've wonder about how to shorten the anarchy. Please explain so that I may be enlightened.

ZargonX is offline ZargonX
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Space
Sep 2002
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  Old Post 03-06-2003 01:10
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RNG=random number generator. What Vondrack was saying is that he played through the turn himself, and ended with an anarchy result of 2 turns. In the official turn that I played, since we did no actions that would use the RNG, the number would be the same (which it was). As far as I know, the anarchy amount is randomly determined, so there's not much you can do about it.

vondrack is offline vondrack

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Jan 2002
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  Old Post 03-06-2003 01:54
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quote:
Originally posted by lmtoops
What is RNG? Also, I've wonder about how to shorten the anarchy. Please explain so that I may be enlightened.

RNG stands for Random Number Generator. Outcome of all "uncertain" events in Civ3 is governed by the output of RNG. It is in fact a pseudo-random number generator, (p)RNG, since the numbers generated are not purely random, they just look like that to humans. The output of the (p)RNG is then used as a "variable" in various formulas determining who wins combat rounds, where barbs go... and how long anarchy lasts.

Imagine the (p)RNG is like a black box with one "line in" and another "line out". It then works like this:

1) you feed the black box through the "line-in" input with a seed. This is kind of "initialization".
2) based upon this seed, the black box spits out a number. Now this is quite confusing, since this is that "(pseudo) random number". But the number is actually not random at all. For a given seed, the output is always precisely the same, as it is a result of a quite complicated mathematical formula, giving results with a sufficiently "random" distribution (graph of that math function would be totally scattered).
3) the number generated in the step 2 is then used as the seed for the next "random number" generation.
4) repeat ad nauseam.

Now, what this means is that the (p)RNG generates a sequence of numbers that have no apparent relation to each other (the relation is "too complex") and whose distribution is "sufficiently random" - to an extent that humans perceive them as truly random. However, if you feed the (p)RNG generator with a given seed, you will always get the same sequence, no matter what. It is like having a very long pearl necklace with numbered pearls. If you number the pearls using (truly random) numbers, then every time you take the necklace and start noting down numbers on the pearls from a certain pearl on, you will always get the "same" sequence - just the start will be in a different place every time.

This is what the "Preserve random seed" option in the Civ3 Preferences dialog is about. If you have it "on", then the current seed is always saved in the savegame file and when you load it back, you continue as if you never left the game (an if you repeat the actions EXACTLY as you played them after creating the save, you get the same results again). If you have it "off", then the (p)RNG is fed with a completely new seed (may be the current time or something "truly random") after you load the game (and you get "different" results for re-fought battles, e.g.). With a new seed, you simply take the necklace back after NOT noting down where you stopped watching the pearls last time.

Now, the output of the (p)RNG is used as the "only variable" for all kinds of "uncertain" events. Example:

A longbowman (A=4) attacks a rifleman (D=6; let's forget the defense bonuses). Let's assume the (p)RNG outputs numbers from 0 to 1. We take this interval and divide it to 0..0.6 (6 for rifleman's defense) and 0.6..1 (4 for longbowman's attack). We then request a number from the (p)RNG - if it is 0.6 or less, rifleman wins, if it's more than 0.6, longbowman wins.

Sorry if it's confusing... what this means for you, if you are not interested in this theory:

1) With "Preserve random seed" and EXACTLY the same sequence of (pRNG governed) actions taken in-game, you get EXACTLY the same response every time. Battles end up with the same winners, same numbers of hitpoints are lost, barbs move the same way, anarchy lasts the same number of turns. You can't "cheat" by simply saving prior to something important and reloading/replaying that important something until you get the desired result (since you get EXACTLY the same result EVERY time).

2) However, as the numbers from (p)RNG are used in different formulas, the results of battles DO CHANGE even if you "Preserve random seed", if you replay them in a different order - since 0.5 is not enough to make a longbowman win over rifleman, but will suffice for an archer to defeat a warrior. Your cheating possibilities are somewhat toned down then.

Now, PtWDG (and all PBEM games for that matter, I believe) is played with "Preserve random seed" ON. When I load the save we get from Voxes, I start at the exact same pearl of that necklace as ZargonX, when he opens the save. If we do nothing involving the (p)RNG output (which was the case for this turn - we fought no battles, popped no huts...) then we have to get the same anarchy length (as it is the very first pRNG governed event during this turn of ours).

The anarchy length is part fixed (2 turns minimum), part related to the difficulty level and other factors (like number of cities and culture, I believe), part "random". 2 turns of anarchy is the least we can have - only religious civs have less (they have only 1 turn of anarchy, every time - no randomness involved).



Does this help?

 
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