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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:28
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Updated: Demographics analysis.
The info below is old info.
quote:
Turn 69 Analysis
I ran some analyses by changing the Luxury slider and the cities' Labourer Force. This affects some Demographics statistics directly, so we can see how close we really are to the other civs.
These are the results:
code:
GNP MFG FS Prod AR
Com pos Sh pos Fd pos C+S+F pos HF AR pos
29+ 3 22+ 3 10+ 5 42+ 3 13 100% 1
28 3 21 3 9 5 41 4 12 96% 1
27 3 20 3 8 7 40 5 11 92% 1
26 3 19 3 39 5 10 88% 1
25 3 18 4 38 6 9 84% 1
24 5 17 4 37 7 8 80% 1
23 5 16 4 36 7 7 76% 2
22 5 15 4 35 7 6 73% 3
21 5 14 4 34 7 5 69% 4
20 5 13 5 33 7 4 65% 5
19 5 12 6 32 7 3 61% 6
18 5 11 6 31 7
17 6 10 7 30 8
16 7 9 8
15 7
14 8
From left to right; Poly in yellow; most important variable in ():
- GNP (commerce before corruption)
The civs are at ??, ??, 25, 25, 22, 18, 17, 15 million
- MFG Goods (shields after waste)
The civs are at ??, ??, 22, 19, 14, 13, 11, 10 shields
- Family Size (net food)
The civs are at ??, ??, ??, ??, 10, 9, 9, ?? net food
- Productivity (net commerce + net shields + net food)
The civs are at ??, ??, 51, 42, 41, 39, 38, 31 units
- Approval Rating (Happy Faces / %)
The civs are at 80, 76, 73, 69, 65, 65, ??, ?? percent
(these %s are approximations)
Two civs (the '??' in the first four stats) seem really stronger than the rest. I suspect them to be the Netatolians and Webringians. I don't want to meet these guys just yet.
If you compare Poly to the #4 civ in Productivity, we're at +9. What causes this difference? Food will not make a huge difference; we're +3 in shields, we're only 5th in commerce. Conclusion: our corruption is significantly lower than the other civ's.
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BigFree

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Acampo, CA
Oct 1999 time: 21:28
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Hi BFM.
We have news from the chat.
It seems as though the formula we have been using for military strength analysis needs some tweaking because we stumbled onto some factors that we had not previously considered. Trip's Military advisor (F3) was telling him we were "Strong" to GCA, while nye's Advisor said we were "Average." In trying to determine why that was so, Trip asked nye if he had fortified all units on the map or not. nye said he hadn't and Trip said that in his version, he did; so there's the difference right there . I inquired if anyone thought terrain made a difference as well, it made sense to me at this point that it would since the game uses general strength numbers to determine the outcome of all combat, so why wouldn't it include the terrain bonuses it uses for combat in the strength analysis as well. Needless to say, it does. 
You can move a unit from plains to a mountain tile and go from average to strong; likewise you can go from a hill tile onto a plains tile and go from average to weak (not that we do that, this is just an example.)
So, upon learning this, I took the liberty to access our units combined strength. With these exact settings we are "Strong" If you unfortify any MI on any grassland tile, from this setup, we go to "Average." This is as of turn 113 - 310 BC.
code:
# level unit tile Fortified Off Def Comb.(Off & Def) Multiplied by Level
(Reg, Vet, Elite;3,4,5)
1 Vet Sword Moun N 3 4 7 28
1 Reg Warr Moun N 1 2 3 9
1 Vet NM Moun N 2 3.75 5.75 23
1 Reg Warr Jung N 1 1.25 2.25 6.75
1 Reg Sword Coas N 3 2.2 5.2 15.6
1 Vet Sword Coas N 3 2.2 5.2 20.8
1 Reg NM Moun N 2 6 8 24
9 Vet MI Grass Y 4 2.7 6.7 26.8 (241.2)
2 Vet MI Grass N 4 2.2 6.5 26 (52)
1 Reg NM Hill Y 2 5.25 7.25 21.75
4 Vet NM Grass Y 2 4.05 6.05 24.2 (96.8)
2 Reg NM Grass Y 2 4.05 6.05 18.15 (36.3)
1 Elite Warr Grass N 1 1.10 2.1 10.5
2 Reg Warr Hill N 1 1.5 2.5 7.5 (15)
1 Reg Warr Jung N 1 1.25 2.25 6.75
3 Vet Horse Grass Y 2 1.35 3.35 13.4 (40.2)
1 Reg MI Grass N 4 2.1 6.1 18.3
2 Reg Gall Coast N 1 1.1 2.1 6.3 (12.6)
For a total Apolyton Army Strength of 678.55
I did not count the CAT
DO NOT REPEAT ANY OF THIS INFORMATION OUTSIDE OF OUR FORUMS IN THE ISDG. THIS INFORMATION IS VITAL AND COULD HELP US TO WIN THE GAME SO WE SHALL KEEP IT SECRET.
Last edited by BigFree on 05-09-2003 at 14:55
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Trip
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Hunt Valley
Apr 2002 time: 00:28
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Based upon the sim that I have currently updated, when our main stack is unfortified we are average with GCA, and when it is fortified we're strong. This is with GCA having 8 Spears out of sight (half vet) and 8 Swords out of sight (all vet).
However, if I change one of those Swears to Swords (9 Swords and 7 Spears) then we remain average no matter what. With 7 Swords and 9 Spears we remain strong with half our army fortified.
So I think them having 8 Swords and 8 Spears out of sight is a pretty good estimate. They may have a bit less since I can't calculate things when their units fortified or with other defensive bonuses added.
Edit: Update.
Last edited by Trip on 05-09-2003 at 22:50
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BigFree

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Acampo, CA
Oct 1999 time: 21:28
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Yes, that order is the same as fortify, except that when the unit encounters another Civ's units or Barbs, it wakes up.
Yes, ET, it would be easy to screw with another Civ. Lets say we were in the Industrial age and we had walls in all of our cities/Metros. Inside the cities you get the defense bonus, outside you do not. So, on one turn you move every unit outside of the cities and do not fortify them. Then on the next turn you move them bak in and fortify. You could concievably go from Strong to Weak back to Strong again over the course of one turn only. That would definately serve to confuse the other Civ.
I can see where this tactic would work well against the AI in SP also; where you baited the AI to attack you becasue you were "Weak." Or the opposite where you Fortified on Mountains in order to fool the AI into thinking you are stronger than you really are.
Trip, I have to disagree with your assumption that Civ 3's strength calculator puts more emphasis on unit numbers than their individual stats. The fact that it even counts whether or not a unit is fortified and what type of tile it is on shows what it does count. It may not even count units numbers, only their attributable stats. I'd like to see a SIM where one side has more units, but that their strength, in stats, like I've tallied here, is less than the other side, but is still considered stronger. I do not believe that will ever happen.
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Trip
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Hunt Valley
Apr 2002 time: 00:28
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quote: Originally posted by BigFree
Trip, I have to disagree with your assumption that Civ 3's strength calculator puts more emphasis on unit numbers than their individual stats. The fact that it even counts whether or not a unit is fortified and what type of tile it is on shows what it does count. It may not even count units numbers, only their attributable stats. I'd like to see a SIM where one side has more units, but that their strength, in stats, like I've tallied here, is less than the other side, but is still considered stronger. I do not believe that will ever happen. |
Sorry, but you're wrong. I've already done testing on this a long time ago, but I'll do it again to show you...
Case Study 1:
Twelve 1/1 units are strong vs. four 3/3 units. Thus despite having exact stats on both sides (12/12) the more plentiful 1/1 units are "stronger." Twelve 1/1 units are average vs. five 3/3 units. That makes 12/12 for the 1/1 units and 15/15 for the 3/3 units before they're considered average with each other. This also does not take into account that despite the fact that they're average it does not mean they're EQUAL.
Unfortunately there's no way to know when two militaries are exactly equal (unless you're Soren). However, we do know you can be within ~25% weaker or stronger to still be considered "average." So to make them equal you would need 1 or 2 more of the 3/3 units to reach equality between the two sides. Thus you end up with 12/12 for the 1/1s and 18/18 or 21/21 for the 3/3s. That's a difference of 67-90% simply due to sheer numbers. This clearly shows that unit #s are more important than their stats.
Case Study 2:
It takes at least fourteen 2/2 units to be strong compared with ten 3/1 units. On the other hand, it takes eight 2/2s to be weak to ten 3/1s. This shows that offense is weighted more than defense by the military advisor (as we already knew).
Other testing has yielded that:
Movement does not affect the military advisor's calculations. Thus a Horseman counts as much as an Archer for F3 calculations.
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BigFree

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Acampo, CA
Oct 1999 time: 21:28
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Ok Trip I ran a few tests, by all means they are not conclusive, but they do seem to support my position.
I set up two differnent scenarios, actual .bix files created using the Editor.
In scenario #1 I have Rome versus Greece.
Rome has 100 Regular Warriors and one city producing wealth. Greece has the same exact thing. The terrain was all plains. I played this scenario in HotSeat mode so I could check stats for both sides.
Here's the results:
Rome with 100 Regular Warriors(1-1-1) is "Average" to Greece when Greece has 100 Regular Warriors.
Rome stays "Average" with Greece until I disband 21 Roman Warriors, the Rome goes to "Weak" versus Greece. So:
Rome with 79 Warriors is "Weak" to Greece when Greece has 100 Warriors.
I checked this conversely and Greece was "Strong" to Rome at the same point that Rome became "Weak" to Greece.
Now to check to see whether or not unit numbers, not their individual stats counted, or a measure of both, I used Babylon and Greece for Scenario #2. This scenario was set up the same as #1 except as noted.
Here's the results:
Babylon with 50 Regular Bowmen(2-2-1) is "Average" to Greece when Greece has 100 Regular Warriors.
Babylon stays "Average" with Greece until I disband 21 Greek Warriors, then Babylon goes to "Strong" versus Greece. So:
Babylon with 50 Regular Bowmen is "Strong" to Greece when Greece has 79 Regular Warriors.
I checked this conversely and Greece was "Weak" to Babylon at the same point that Babylon became "Strong" to Greece.
Now, the way that I tallied things up above puts things like this:
100 Regular Warriors have a strength of 600 [3 X (100 X (1+1))] and 50 Regular Bowmen have a strength of 600 [3 X (50 X (2+2))]
So, 50 Regular Bowmen do indeed have the same strength, as calculated by the F3 screen as 100 Regular Warriors.
The number of units do not count for more in the F3 screen. It's the amount of the stats for each unit that count towards it.
These results seem to also put off the 25% figure that we were previously using; as in the window of "Average" was 75%-125%. The window seems to be 21% or 79%-121%. At a 20% difference, the Advisor from the F3 window did not change, it does change at a difference of 21%, according to my method of tallying unit strengths.
I did not test differing terrains, I can do that at some other time.
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:28
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There's been some debate about whether the "Fortified" status of units and Terrain bonuses affect their strength for the purposes of Army Strength calculation in the F3 screen.
I finally found some time to run some tests.
There are two things to test: "Fortified" status, and Terrain bonuses, however, if they both have an effect, it's likely that it's a combined one (since both factors determine how well the unit will defend in case of combat).
"Fortified" status
I set up the following test scenario:
On an island with only mountains, I have X units against Y of the same units of another civ.
- The first test is with warriors: X=11, Y=14. 11/14 is 79%, which is below the boundary of 80%, so it should show "weak", and it does.
- Now, I fortify all my warriors. I expect a change to "average", but it still shows "weak".
- Then, I replace all warriors with spearmen. Again, 79% = weak, but the difference is now, that if I fortify 2 spearmen, it changes from "weak" to "average".
- Test repeated with 14 -vs- 18 spearmen. Needs 4 fortified ones on the weaker side to change from "weak" to "average".
- Test repeated with spearmen who have been modded to have a Defense value of 3 (it's now a hoplite without being UU). No I need only 3 fortified ones to change to "average".
So:
- 9 normal spearmen + 2 fortified spearmen >= 80%*14 = 11.2 normal spearmen.
- 10 normal spearmen + 4 fortified spearmen >= 80%*18 = 14.4 normal spearmen.
- 11 (1/3)-spearmen + 3 fortified (1/3)-spearmen >= 80%*18 = 14.4 normal spearmen.
Hypothesis 1: "Fortified" status has an effect. It raises the Defense Value of a unit by 25%.
Terrain and Structure
From the Test setup above:
- Test repeated with Hills and Plains as common terrain. Same results.
- Test repeated with Mountains on one side and Plains on the other. Same results.
- Moved all 11 spearmen into a Fort. No difference: still "weak".
New test: 12 vs 15 spearmen (80%).
- 15 spearmen on Mountains; 12 on Plains. Result: "average".
- 15 spearmen on Mountains; 12 moved to Plains. Result: "average".
Hypothesis 2: Terrain and structure bonuses do not have an effect.
Specific Units
Some specific unit ratios:
Unit type - reg value - fort value - ratio
Warrior - unknown yet
Galley - unknown yet
Spearman - 1.4 - 1.53 (theory: 1.60) - 1.10
Num.Merc - 2.4 - 2.67 (theory: 2.70) - 1.11
Swordsman - unknown
Med.Inf - unknown
"Offensive" units are hard to test.
Testing will continue.
Last edited by BigFurryMonster on 27-09-2003 at 21:22
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:28
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It occurred to me yesterday that the Fortify Bonus might simply add 25% to the Defense Value of a unit...
Edit: Not quite. The 25% bonus seems to work OK for units with a defense of 4, but for other values, it's off by some margin. Since 25% of 4 is an integer value, this may be due to rounding, perhaps...
Last edited by BigFurryMonster on 28-09-2003 at 19:49
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pikesfan
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BFM, would you please use another colour for your edits besides banana yellow? Yes, I know it represents the Great Banana, but it’s very difficult to read, especially on a grey background. I usually end up skipping the edits because it’s too much of a bother to squint at them to see what they say. It’s times like these I wish we worshipped the Great Apple or the Great Eggplant instead. 
Last edited by pikesfan on 28-09-2003 at 20:06
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