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I apologize, I tested the format today, and with such a tight time limit, I can’t play with this template. I am withdrawing from the tournament.
"Это нам идеально подходит!" [Новосибирск, 2013] "Красавчик! Если только не читер.." [Киев, 2014] "Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015] Сам ты фиш (с) :D
A lair of Hydras was guarded by 42 monks. For those who like calculations, please provide an explanation.
The map has 3 swamp zones out of 16. In this case, the Hydra lair has a value of 11072 and is guarded by 34-56 (an average of 45) monks. You knew about two swamp zones with 100% certainty. If we assume that there isn't a third one, we could predict the lair's value to be 8755 and its guard to be 25-41 (an average of 33) monks.
In general, it seems to be known that more monks are generated than necessary. This is related to a bug in their AI Value: it doesn't take shooting into account. In the original, their AI Value is 485. According to my calculations, the real value should be around 582. Then, with 3 swamp zones, the guard would be 29-47 (an average of 38) monks, and with two swamp zones, 21-35 (an average of 28) monks. That is, approximately the same as the number of Crusaders that are generated.
pofigu
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/topic/at/281364/ Why is the Ogre highlighted as the cheapest 4th-tier unit here, even though Fire Elementals have lower value? Is this table correct at all?
ariputra
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255 445 640 sod+vt
4 minutes is already closer to hardcore, and that's a plus, but 3 weeks is :smile07:
- you could also make it 2 minutes per turn and 4 weeks per game :) - 1 minute per turn and 6-7 weeks per game :)
pofigu
why is the ogre highlighted as the cheapest 4th unit here, even though fire elementals have less value? is this table even correct?
Well, this is a kosher table from the cut version; children's elementals have thicker blood – matzah is better made from them, so they are valued higher.
This report is prepared based on empirical observations and reflects one of the most probable scenarios, but does not claim to be the absolute truth). - what is highlighted in bold is the essence of modern "science".
It is stated there that the highlighting does not take Conflux into account.
The table is likely correct; in any case, all the values I remember match. Either way, extracting the numbers from the text file is not difficult, and there is not much room for error here.
On the map, there are 3 swamp zones out of 16. In this case, the hydra pond has a value of 11072 and is guarded by 34-56 (an average of 45) monks. You knew 100% about two swamp zones. If you assume that there isn't a third one, you could predict the pond's value to be 8755 and its guard to be 25-41 (an average of 33) monks.
In general, it seems to be known that more monks are generated than necessary. This is related to a bug in their AI Value: it doesn't take shooting into account. In the original, their AI Value is 485. According to my calculations, the real value should be around 582. Then, with 3 swamp zones, the guard would be 29-47 (an average of 38) monks, and with two swamp zones, 21-35 (an average of 28) monks. That is, approximately the same as the number of crusaders that are generated.
So, are you saying that if I had 8 swamps there, the hydra would be guarded by 100+ monks? I'm really interested in understanding this system; can someone explain it in more detail?
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
So, you're saying that if I placed 8 Swamps there, then 100+ monks would be guarding it? I'm really interested in understanding this system, can someone explain it in more detail?
Actually, it's quite simple: the more zones of a given type on the map, the stronger the guard. Interestingly, there's a pattern where the native center on Jebus, which is a good bonus, also makes it more difficult to guard Dwellings and Pandoras with native troops. P.S. If anyone doesn't know, the zone type and the terrain type may not match, for example, on the Balance map. There can be 10 zone types, all cities + neutrals. The zone type determines the Dwellings and creatures in the Pandoras, as well as the main city of the zone (there may not be any cities at all if the template provides for it).