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BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 24-05-2003 13:22 Visit BigFurryMonster's homepage!
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Again, correct. Do you feel like running some tests...?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:26
  Old Post 25-05-2003 05:27
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A couple of my own experiments:

1) Catapults seem to be worth somewhere between 1/3 and 1/4 of a regular warrior in the strength calculations, possibly exactly 1/4 with the variation I saw accounted for by rounding error.

2) For purposes of strength calculations, what counts seems to be the current number of hit points remaining. Hit points units have lost due to damage but could get back if they healed seem to be irrelevant.

DaveMcW is offline DaveMcW
Prince

Aug 2002
time: 00:26
  Old Post 25-05-2003 09:52
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Catapult/Warrior
119/40 = Weak
120/40 = Average

Catapult = 0.27 Warriors


Warrior/20-Bombard-Catapult
42/40 = Weak
43/40 = Average

20-Bombard-Catapult = 1.3 Warriors


Warrior/100-Bombard-Catapult
106/20 = Weak
107/20 = Average

100-Bombard-Catapult = 6.6 Warriors


So the factor for bombard is:
Bombard / 15


I'm going to bed, I'll let someone else test firepower.
It might be better to multiply everything by 3, which gives an integer for all non-UUs and a nice decimal for catapults.

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 25-05-2003 13:20 Visit BigFurryMonster's homepage!
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quote:
Originally posted by DaveMcW
Catapult/Warrior
119/40 = Weak
120/40 = Average


Hold on there. Did you have 30 cities to avoid paying Army Support Cost? Did the other civ have 10?

(this holds for Despotism - with Monarchy, you might need more)

DaveMcW is offline DaveMcW
Prince

Aug 2002
time: 00:26
  Old Post 25-05-2003 19:08
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This is in 4000BC. You have no upkeep if you have no cities.

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 29-07-2003 17:49 Visit BigFurryMonster's homepage!
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I actually got:


  • 1 Catapult = 0.2667 Warriors (= 4/15)


This agrees with your Bombard factor. After some more testing, I updated the formula for the Bombard value:

Unit Strength =

(Hitpoints / 3) *
(0.6 * Attack Value + 0.4 * Defense Value + Bombard Strength Value / 15) *
(1.01 if UU and CivSpecificAbilitiesOn)

Army Strength =

Sum (Unit Strengths) * (Factor depending on ArmySupportCost)


Units with no hitpoints (e.g. Catapults) are assumed to have 3 hitpoints for this calculation.

No effect have:

  • "Naval" ability
  • Rate of Fire Value
  • Movement Value
  • Bombard Range Value

Last edited by BigFurryMonster on 30-07-2003 at 12:18

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:26
  Old Post 30-07-2003 10:50
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Great work!

Btw, are you sure the formula is correct for calculating strength of bombardment units? I mean, AFAIK artillery-type units don't have hitpoints, so (Hitpoints / 3) and thus the value of any bomb. unit's strength would always be 0

I suppose there are actually two different formulas, one for "normal" A/D units and one for artillery-type units. Either that or bombardment artilery-type units are always calculated as having hitpoints=3 (for the sake of calculating the unit's strength only).

Edit: it must be the second alternative, to make it possible to calculate the strength of ships with bomb. capabilities, who have both hitpoints and bomb. strength value.

Last edited by Tiberius on 30-07-2003 at 11:07

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 30-07-2003 12:18 Visit BigFurryMonster's homepage!
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You're correct. I added your "second assumption".

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 06-02-2004 14:11
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*bump*

Now, why isn't this thread included in the 'Must read' section?

It may of course be because the formula isn't quite finished yet.

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 09-02-2004 13:30 Visit BigFurryMonster's homepage!
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Because no one thought of doing that before.

The formula may or may not be finished - not everything has been tested, but it is pretty close.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 09-02-2004 13:38
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Only thing left is to find out how big that 'unitupkeepfactor' is.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:26
  Old Post 10-02-2004 16:40
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quote:
Originally posted by nbarclay


Five hitpoints, unless one of the first two warriors destroys it, since its second victory would be guaranteed to get the tank promoted to elite. And "definitely" may be pushing it. 17x4 = 68, while 8x5=40. So if odds correspond roughly to those multiples (and I'm not sure to what extent they do), the tank probably has a chance at fending off all seventeen. Of course if the tank is fortified...


And then with the strong possibilty that when your tank gets redlined it retreats, the rest of the warriors won't be able to reach it!

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:26
  Old Post 10-02-2004 23:36
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I used DES to run 100 trials and the tank won only 10 times without bonuses. Given fort and hillls it got to almost dead even.

Of course in the game anything can happen, but in CivIII it is unlikely that any unit will win between 68-85 rounds. Maybe 89 counting 4 hp's for the tank.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 11-02-2004 14:29
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Whats DES? Some sort of a combat calculator?

Did some 'real' testing with a hotseat game btw, so far the results indicate that the UU factor is a bit low(my results suggest it should be around 1.03 rather than 1.01)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:26
  Old Post 11-02-2004 21:38
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Yes, I got it either here or CFC in the utility section.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 11-02-2004 22:45
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Do you have a link or a complete name for it? I've tried finding it earlier without much success.

(All I've got is some perl script I wrote myself. Not exactly sophisticated stuff...)

Brundlefly is offline Brundlefly
Prince
United States
Nov 2001
time: 00:26
  Old Post 13-02-2004 00:22
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quote:
Originally posted by badams52


"You're letting our crack troops go to waste, sir. Let's go bonk some heads."

"All the world marvels at our superior intellect, sire."

Can't believe I still have some of them memorized.


I used to hear all the time "BUILD CITY WALLS!" Of course with the Civ2 AI so clueless there was rarely a need to have troops in a city let alone build city walls...


My favorite was the way that Elvis would always say "Oh yeah. Uh-huh." after the Science guy said something geeky.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:26
  Old Post 13-02-2004 02:40
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http://mil-sim.net/

It is called Direct engagement Simulator.

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:26
  Old Post 13-02-2004 15:32
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Threads like this are the reason Apolyton rocks.

Thanks, BFM.

Russian_King is offline Russian_King
Chieftain
Australia, Perth
Dec 2002
time: 13:26
  Old Post 14-02-2004 14:30
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quote:
Originally posted by Chemical Ollie


I liked the video animated advisors of CIV 2, with Elvis and Schwartzkopf look-a-likes. They never got boring.



hahaha me too "aha uhu"

yes indeed, WHERE DID THEY GO??? i seriously recommend sid meyer to put them back in. i still play civ 2 just for the sake of hearing what the advisors would say
I also think civ 2 advisors weremutch smarter! (both video and on map) civ 3 help SUCKS

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:26
  Old Post 12-03-2004 07:21
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I was looking for some info about research costs and I found a link to this thread in a thread posted by Theseus.

I just wanted to add that formula here is pretty close to what I tested for the ISDG team here at Apolyton. The only thing I would like to add is that the game looks at the relaitive defensive strengths of units on a particular turn when the computations are made. To put it simply; I found out that I can change the F3 values by simply moving a unit from a plains tile to a mountain, thereby increasing the units defensive value.

I just sort of stumbled onto it.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 12-03-2004 07:40 Visit Trip's homepage!
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Actually, I was the one to first discover it, you later tested it.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 12-03-2004 12:48
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That's interesting

So if you move a bunch of pikemen from plains to a fortress on a mountain you can go from weak to strong in a turn...

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 12-03-2004 23:36 Visit Trip's homepage!
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quote:
Originally posted by bongo
That's interesting

So if you move a bunch of pikemen from plains to a fortress on a mountain you can go from weak to strong in a turn...

Depends on how big of an army you have compared to everyone else.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:26
  Old Post 12-03-2004 23:45
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Well, if your army was 100% pikemen, and you moved all to a mounaintop fort and fortified them you would get....3*(1+1+0.5+0.25)=8.25 defense...so a vet pike would go from 2.4 to 5.2 points...an increase of about 116% More than enough *if* your enemy was barely stronger than you.

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 15-03-2004 15:47 Visit BigFurryMonster's homepage!
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Yes, that could happen.

 
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