Post by FriedrichPsitalon on Jan 28, 2004 11:10:07 GMT -5
Pointing the Way to Victory, or an Examination of Victory Points [/u]
The “victory point” format, introduced but non-functional in PTW, has been developed into a working and effective model for determining success in the C3C environment. VP players argue that “standard points” measure things which are largely irrelevant – land area, population, and happiness mean nothing, they feel, unless you can do something with it. The idea that someone with a small, highly concentrated society with great military assets and highly advanced technology is somehow inferior to a vast nation of stupid, docile, bovine-like citizens wandering around with stupid grins on their faces is what drives many players to the VP format. (In fairness, many standard score players feel that VP encourages artificial warmongering and pointless wonder construction, instead of developing infrastructure and establishing/improving your lands.) Regardless of which viewpoint you take, it is undeniable that the VP format offers a chance for players to demonstrate unique strategies which the standard format restricts a player from using effectively.
How Do Victory Points Work?
The first and most obvious question is how exactly the VP system works; how one scores points in the VP system. In the simplest terms, points are scored any time a player:
Kills an enemy unit.
Captures an enemy city.
Gains a new technology in some form.
Builds a Great (not small) wonder.
Holds (by keeping a military unit there when the turn changes) a VP location (small white obelisk.)
The number of points gained depends on the scale of the accomplishment. More points are gained for killing modern armor than for eliminating a warrior. The unit’s rank – conscript, elite, or anything in-between – is unimportant. Under typical settings you gain 1 point for 1 shield of production cost of the unit destroyed. In the case of cities, the size of the city matters – it is multiplied by the Conquest multiplier. Again under typical settings the bonus for a city is 100 points per 1 point of civilization population – but typically, units are also destroyed in the capture of a city, meaning your point value gained is often much greater. Technology gives points as well, but you would need to open the editor and remember some point values in order to accurately predict what scoring bonuses you would receive: you are given the “base value” (cost of the tech according to editor) times the multiplier value for research. Typically this is 5 points per tech value point, but future techs do NOT grant points. While research alone cannot grant victory, it can be an important part of a winning strategy. In the VP format, Great Wonders (not smalls such as the Forbidden Palace or Heroic Epic) grant points in addition to their other benefits – on typical settings, you gain the same 1 point per 1 shield bonus as in the case of eliminating opposing units. Finally, points may be gained simply by holding your VP location – the tile you start on (usually your capital city) at (normally) a rate of 25 points per turn.
Death By Numbers, or Being an Efficient Killer
On the offensive
An important aspect to realize about the VP format is that war must not be entered into lightly – foolish attacks can cost you valuable points, and those 20 point mistakes can add up pretty quickly. Thus warmongering in MP is all about efficiency; attacking when you are likely to gain more than you lose, and whenever possible, losing only those units which come cheaply and protecting those which are more valuable. (How bizarre an idea can you get, eh?)
This makes certain civs – and certain units – more desirable for warmongering than others. Units which perform a function or attack at a value which is high for the unit’s cost – or units which are cheap as compared to their peers – are excellent VP-offensive units. Chief amongst these are the War Chariots of Egypt. While the average horseman is a 30 shield risk for its 2 attack, 1 defense, 2 movement and retreat, the War Chariot is only a 20 shield risk. The Persian Immortal – effectively a Medieval Infantry for a lower cost – is also a “good expendable.” Similarly, the Gallic Swordsman can be MORE of a risk, since he is a unit which only has 3 attack and 2 defense, but costs an extra 10 shields. Conversely, the Sumerian Enkidu Warrior is an excellent VP unit, since he is effectively a spearman at half cost, making attacks on Sumeria unpleasant indeed from a VP point of view. (Consider: If you lose two swords attacking Sumeria, you must have killed at least 6 Enkidus to break even! Not favorable math for a sword vs spear fight at all.)
Units with the ability to retreat are very useful as well, but it is VITAL that such units be veterans when they are fielded! (For that matter, all units should be veterans when fielded in VP – why risk 30 shields on only 3 health when you can easily upgrade it to 4?) A swordsman, if he attacks, will either grant you a victory and the appropriate number of points, or lose you 30 points to the opposition – there can be no other result. A retreat-capable unit, on the other hand, can save you those points if it is losing by retreating. This is why the Gallic Swordsman must be a veteran (or elite) when he attacks – to maximize his chance of retreating and preventing your opponent from gaining 40 points! For this reason, each player must consider for themselves the desirability of a sword attack vs a horse-based one.
On the Defensive
Since the nature of Civilization is such that it is easier to defend than attack, a defending player enjoys certain advantages in the VP format. Since land area is unimportant, you can pick your city sites more wisely, and create more “hard targets” – cities on hills, beside rivers, with walls, etc, etc. Remember that as long as you hold on to the city, most of the time an attacker will give you more points by smashing up against your walls than you will lose in killed units, so don’t be afraid to let your opponent come to you. At the same time, be ready to counterattack; Chariots and Horsemen (of all types) are particularly vulnerable to counterattacks with their 1 defense. A VP defender’s worst nightmare would be an Impi/Horseman combination or 3-Man Chariot stack – unpleasant to attack, fast moving, and capable of striking rear cities with significant force. In these cases, judge the situation based on your land and assets and act accordingly.
Recognize the great value of defensive bombardment in this environment – and bombardment in general! Being able to take “free shots” at your opponent – effectively lowering their health at no risk to your own points – is an excellent way to assure the battle swings in your favor both in wins/losses and points. Similarly, fear enemy catapults (if your opponent happens to bring them) for the same reason – if you hold your city, but lose 10 spears and only kill 3 swords, you have still lost the battle, regardless of the condition of the surviving attackers! The Great Wall is a handy wonder here, since it renders your city walls “invincible” and thus keeps the probability of victory (and point gain) in your corner. Don’t forget that archers are also excellent units to mix in with spears and catapults – they too fire defensively, and also have the ability to counterattack heavily damaged units to recoup potentially missed points – or finish off those pesky retreating units.
If elimination is off, remember the ability to abandon cities (a realistic option in “real world” settings sadly removed by the elim environment.) Sometimes it is better to cut and run, taking your units with you and regrouping elsewhere, than to stand and fight, dooming your units to being butchered – and also allowing your foe to capture a city and gain valuable points you could have denied them!
The “victory point” format, introduced but non-functional in PTW, has been developed into a working and effective model for determining success in the C3C environment. VP players argue that “standard points” measure things which are largely irrelevant – land area, population, and happiness mean nothing, they feel, unless you can do something with it. The idea that someone with a small, highly concentrated society with great military assets and highly advanced technology is somehow inferior to a vast nation of stupid, docile, bovine-like citizens wandering around with stupid grins on their faces is what drives many players to the VP format. (In fairness, many standard score players feel that VP encourages artificial warmongering and pointless wonder construction, instead of developing infrastructure and establishing/improving your lands.) Regardless of which viewpoint you take, it is undeniable that the VP format offers a chance for players to demonstrate unique strategies which the standard format restricts a player from using effectively.
How Do Victory Points Work?
The first and most obvious question is how exactly the VP system works; how one scores points in the VP system. In the simplest terms, points are scored any time a player:
Kills an enemy unit.
Captures an enemy city.
Gains a new technology in some form.
Builds a Great (not small) wonder.
Holds (by keeping a military unit there when the turn changes) a VP location (small white obelisk.)
The number of points gained depends on the scale of the accomplishment. More points are gained for killing modern armor than for eliminating a warrior. The unit’s rank – conscript, elite, or anything in-between – is unimportant. Under typical settings you gain 1 point for 1 shield of production cost of the unit destroyed. In the case of cities, the size of the city matters – it is multiplied by the Conquest multiplier. Again under typical settings the bonus for a city is 100 points per 1 point of civilization population – but typically, units are also destroyed in the capture of a city, meaning your point value gained is often much greater. Technology gives points as well, but you would need to open the editor and remember some point values in order to accurately predict what scoring bonuses you would receive: you are given the “base value” (cost of the tech according to editor) times the multiplier value for research. Typically this is 5 points per tech value point, but future techs do NOT grant points. While research alone cannot grant victory, it can be an important part of a winning strategy. In the VP format, Great Wonders (not smalls such as the Forbidden Palace or Heroic Epic) grant points in addition to their other benefits – on typical settings, you gain the same 1 point per 1 shield bonus as in the case of eliminating opposing units. Finally, points may be gained simply by holding your VP location – the tile you start on (usually your capital city) at (normally) a rate of 25 points per turn.
Death By Numbers, or Being an Efficient Killer
On the offensive
An important aspect to realize about the VP format is that war must not be entered into lightly – foolish attacks can cost you valuable points, and those 20 point mistakes can add up pretty quickly. Thus warmongering in MP is all about efficiency; attacking when you are likely to gain more than you lose, and whenever possible, losing only those units which come cheaply and protecting those which are more valuable. (How bizarre an idea can you get, eh?)
This makes certain civs – and certain units – more desirable for warmongering than others. Units which perform a function or attack at a value which is high for the unit’s cost – or units which are cheap as compared to their peers – are excellent VP-offensive units. Chief amongst these are the War Chariots of Egypt. While the average horseman is a 30 shield risk for its 2 attack, 1 defense, 2 movement and retreat, the War Chariot is only a 20 shield risk. The Persian Immortal – effectively a Medieval Infantry for a lower cost – is also a “good expendable.” Similarly, the Gallic Swordsman can be MORE of a risk, since he is a unit which only has 3 attack and 2 defense, but costs an extra 10 shields. Conversely, the Sumerian Enkidu Warrior is an excellent VP unit, since he is effectively a spearman at half cost, making attacks on Sumeria unpleasant indeed from a VP point of view. (Consider: If you lose two swords attacking Sumeria, you must have killed at least 6 Enkidus to break even! Not favorable math for a sword vs spear fight at all.)
Units with the ability to retreat are very useful as well, but it is VITAL that such units be veterans when they are fielded! (For that matter, all units should be veterans when fielded in VP – why risk 30 shields on only 3 health when you can easily upgrade it to 4?) A swordsman, if he attacks, will either grant you a victory and the appropriate number of points, or lose you 30 points to the opposition – there can be no other result. A retreat-capable unit, on the other hand, can save you those points if it is losing by retreating. This is why the Gallic Swordsman must be a veteran (or elite) when he attacks – to maximize his chance of retreating and preventing your opponent from gaining 40 points! For this reason, each player must consider for themselves the desirability of a sword attack vs a horse-based one.
On the Defensive
Since the nature of Civilization is such that it is easier to defend than attack, a defending player enjoys certain advantages in the VP format. Since land area is unimportant, you can pick your city sites more wisely, and create more “hard targets” – cities on hills, beside rivers, with walls, etc, etc. Remember that as long as you hold on to the city, most of the time an attacker will give you more points by smashing up against your walls than you will lose in killed units, so don’t be afraid to let your opponent come to you. At the same time, be ready to counterattack; Chariots and Horsemen (of all types) are particularly vulnerable to counterattacks with their 1 defense. A VP defender’s worst nightmare would be an Impi/Horseman combination or 3-Man Chariot stack – unpleasant to attack, fast moving, and capable of striking rear cities with significant force. In these cases, judge the situation based on your land and assets and act accordingly.
Recognize the great value of defensive bombardment in this environment – and bombardment in general! Being able to take “free shots” at your opponent – effectively lowering their health at no risk to your own points – is an excellent way to assure the battle swings in your favor both in wins/losses and points. Similarly, fear enemy catapults (if your opponent happens to bring them) for the same reason – if you hold your city, but lose 10 spears and only kill 3 swords, you have still lost the battle, regardless of the condition of the surviving attackers! The Great Wall is a handy wonder here, since it renders your city walls “invincible” and thus keeps the probability of victory (and point gain) in your corner. Don’t forget that archers are also excellent units to mix in with spears and catapults – they too fire defensively, and also have the ability to counterattack heavily damaged units to recoup potentially missed points – or finish off those pesky retreating units.
If elimination is off, remember the ability to abandon cities (a realistic option in “real world” settings sadly removed by the elim environment.) Sometimes it is better to cut and run, taking your units with you and regrouping elsewhere, than to stand and fight, dooming your units to being butchered – and also allowing your foe to capture a city and gain valuable points you could have denied them!