View Poll Results: millitary orders
archer 1 go path 1 2 1.98%
archer 1 go path 2 5 4.95%
archer 1 go path 3 3 2.97%
archer 1 go path 4 5 4.95%
archer 2 go path 5 8 7.92%
archer 2 go path 6 4 3.96%
archer 2 go path 7 0 0%
archer 2 go path 8 3 2.97%
archer 2 go path 9 1 0.99%
Imperialis warrior go path 10 7 6.93%
Imperialis warrior go path 11 0 0%
Imperialis warrior go path 12 3 2.97%
Imperialis warrior go path 13 5 4.95%
Build horse in Imperialis 12 11.88%
Build horse in Majestica 11 10.89%
Build horse in Dominion 11 10.89%
Build no horses==> eat them 1 0.99%
If Majestica is threatened do everything possible 8 7.92%
If Majestica is threatened, let it get sacked, that city is useless for our millitary anyway 2 1.98%
I need a banana after answering all these questions 10 9.90%
Multiple Choice Poll. Voters: 101. You may not vote on this poll

 
 
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Old April 26, 2003, 11:34   #1
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SMC office 3150BC
after our first little strawl into the world there are many possible discisions to make.
(see image for info)

First priority: the barb horsemen.
Since our current turn is gone there is no real certainty to attack it...
but what do we do is the horsemen decides to go to Majestica..do we rush a defender(note we have NO GOLD ) and there are no more then 3 turns before the attack... So if the horsemen would go for Majestic and we have the gold: do we rush or do we let them sack the city, and take it back later or even use it as barbfarm?

The orders for the archer are quite obvious: follow the arrows; home means=> go to that city and defend it
Circle means make a circular motion in exploring.

10-> 13 are the orders for the warrior in Imperialis
10: stay there
11->13 explore.

finally we have 3 cities where should horsemen be build?

--> 3 days to answer our questionair
(the horsebuildorders are if the cityplanning/building orders minister orders to build millitary units)
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Old April 26, 2003, 12:54   #2
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Gimme a banana now!

Seriously, don't you think that was a wee bit complex?
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Old April 26, 2003, 13:04   #3
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Quote:
Originally posted by CannonFodder
Seriously, don't you think that was a wee bit complex?
Nope There is a nice picture that exactly shows the routes what more is needed?
Yes it were a lot of options but here's your reward:
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Old April 26, 2003, 13:31   #4
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my first two pennies, just explore as much as we can around our cities
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Old April 26, 2003, 19:02   #5
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Routes 1,6,12.

No rhyme or reason.

The barb should attack the archer. I don't think they are smart enough to march for our undefended city.

Build as many horsemen as you can so that we can explore the world, and harvest available resources for our future empire.
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Old April 27, 2003, 08:17   #6
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Quote:
The barb should attack the archer. I don't think they are smart enough to march for our undefended city.
most probably but you never know...a stroke of genius from the AI could give us a heart-attack

my favorites are 4, 5&9 , 10 and let the horses do the hard work.

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Old April 27, 2003, 13:02   #7
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Go North!
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Old April 27, 2003, 17:12   #8
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LOL!. I can't wait to see the options when we have several units available. One of my heroes, Rube Goldberg, would be proud of this.
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Old April 27, 2003, 17:17   #9
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But 2, 6, 8, 12 or 13 look best. I'm really curious about the apparent bands of terrain. Could be a prize in the box or a trap. Might as well find out early.
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Old April 27, 2003, 17:18   #10
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Quote:
Originally posted by cavebear
LOL!. I can't wait to see the options when we have several units available. One of my heroes, Rube Goldberg, would be proud of this.
lets see an average of 4 routes/unit and max 24 options of wich one should be a banana... that would make a maximum of 6 units

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Old April 27, 2003, 17:27   #11
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Quote:
Originally posted by shade


lets see an average of 4 routes/unit and max 24 options of wich one should be a banana... that would make a maximum of 6 units

Shade
Hmmm, 6 units with 8 possible directions each turn is 48 directions each turn, factorial, I think. (48*47*46...*3*2*1) Been a few decades since I had to do probability theory.
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Old April 27, 2003, 17:38   #12
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Quote:
Originally posted by cavebear
Hmmm, 6 units with 8 possible directions each turn is 48 directions each turn, factorial, I think. (48*47*46...*3*2*1) Been a few decades since I had to do probability theory.

looks like it has been a while...
6 units , 8 directions=>48 options if you give all units there seperate options, when all combined
(U1 goes W3,U2 goes W1,...,U6 goes W5),(U1 goes W3,U2 goes W3,...,U6 goes W6),...
that would give 8*8*8*8*8*8=262144 options
(I will not post such a poll )

and where the 48! comes from I don't know but that is way out of the question.

48!=1,24139155925360725 x 10^61
Hmm anyone up for posting more then 5,1724 x 10^59 threads with 24 option poll's...It would give a major boost to your postcount

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Old April 27, 2003, 18:02   #13
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Old April 27, 2003, 18:08   #14
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3, 5, 13, 3 horses, protect the city, and give me a banana now!
Quote:
Originally posted by CannonFodder
Seriously, don't you think that was a wee bit complex?
Yes, just a wee bit. But it was also very clear.
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Old April 27, 2003, 20:08   #15
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Any unit has 8 directions to go. 6 units have that number factorial.
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Old April 27, 2003, 21:21   #16
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Return the Barb-dangered Archer home, and the other one to circle. As obiwan says- let the Horses do the rest.
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Old April 28, 2003, 04:16   #17
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Quote:
Originally posted by cavebear
Any unit has 8 directions to go. 6 units have that number factorial.
allas you just fluncked your math-exam

MWIA it looks like the horseraces will soon begin

some 31h18min untill closing time

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Old April 28, 2003, 08:34   #18
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8!... that's odd. Each unit has 8 directions to go, or 9 if you count not moving. They have this choice every turn. This the number of possible moves =9 per unit per turn. Assuming we have just the two units to move (both Archers), and I play for 5-8 turns (maybe more..?) then we 9^n (n is turns) x2 (# of units).

Only between 66000 and 80 odd million combinations.

And then there's whether to fortify, or sentry, or disband.....

/me is a physicist, so feel free to tell him to shut up at any time....
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Old April 28, 2003, 13:08   #19
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Quote:
Originally posted by MrWhereItsAt
8!... that's odd. Each unit has 8 directions to go, or 9 if you count not moving. They have this choice every turn. This the number of possible moves =9 per unit per turn. Assuming we have just the two units to move (both Archers), and I play for 5-8 turns (maybe more..?) then we 9^n (n is turns) x2 (# of units).

Only between 66000 and 80 odd million combinations.

And then there's whether to fortify, or sentry, or disband.....
But will we give all path options or only the destinationpoint(and situation)?
then it would be easier:
#units*(#turns*2+1)*#possible final conditions(active,sleep,fortify)

--> 2 units,5 turns would give something of 66 options

Quote:
* MrWhereItsAt is a physicist, so feel free to tell him to shut up at any time....
...although this might be dangerous since the SMC is one too ...

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Old April 28, 2003, 16:07   #20
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Well, I did say it had been a few decades. You should be impressed I even remember what a factorial is. I have a rather non-math oriented career and did not get much chance to use anything more complicated than geometry.

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Old April 28, 2003, 21:27   #21
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Surprisingly large number of physicists...
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Old April 28, 2003, 21:57   #22
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Old April 29, 2003, 02:36   #23
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Quote:
Originally posted by CannonFodder
Surprisingly large number of physicists...
Physics? In my time at university it was called Natural Philosophy which didn't make it any better. I'll stick to Mathematics thank you very much

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Old April 29, 2003, 08:57   #24
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Single-move units should concentrate on exploring rough terrain.

Get us some horsies so we can get further afield!!
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Old May 1, 2003, 03:00   #25
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Quote:
Originally posted by MrWhereItsAt

Only between 66000 and 80 odd million combinations.
80 million combinations , and only 1 best one. Now I know why I didn't want to run for office........
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Old May 1, 2003, 04:51   #26
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Ah but the great thing with this game is that we don't need the best move - just the move the SMC thinks is best. There is plenty of leeway to throw in your own personality. The people will let you know if you are getting off track.

Hell, I had some orders from shade about troop movements, but none for the impending new Horsemen, so I made it up and did my best. No-one is complaining.

Were those the best moves possible? Likely not. Would others have done it differently if they had the job? Definitely. The point is that there is plenty of fun to be had as a Minister or President as well.

This is what I like best about the Civ2 game and why I keep coming back, despite being so heavily involved in the Civ3 ones as well - I don't need to put every move to a committee, and I have some freedom to play the game as I want to within reason and as long as I satisfy the Democratically made decisions.
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Old May 1, 2003, 06:25   #27
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Hell, I had some orders from shade about troop movements, but none for the impending new Horsemen, so I made it up and did my best. No-one is complaining.
at the moment of my poll we had 2 archers and 1 warrior build...now we have 3 archers,4 horsemen,...
was little hard to predict when all would happen...but our prez did a great job and he send the horsemen in the most favorred dirrections, no bad word from me

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