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Tuesday, February 14, 2012

Weekly Updates

For the past few months I have maintained a feverish pace of three blog postings a week, with a special post on Saturdays.  I have enjoyed it, but analysis is time consuming.  Since I recently lost my job, I need to concentrate more on my job search.  As a result I will be scaling back to just two posts a week: Wednesday and the "special topic" update on Saturday.

That said, I do have some exciting news!

Upcoming Items:
1)  I'm hoping to bring about a surprise for all my readers in coming months, something I believe gamers would  appreciate!

2)  What game(s) would you like to have analyzed next, after Through the Ages is complete?  I play all kinds of games, but I'm looking for suggestions of what would interest you.

3)  To the right is a poll which asks about what type of information in the gaming world you would be interested in learning about.  I hope to have some "guest" editors who may provide articles from time to time.

4) Lastly, if you know of any IT Management or software sales jobs in the Greater Denver Metro Area, please let me know.  I am currently out of work and looking hard to get on with a good company.  OR, if you need some IT Security Contract work performed, drop me an email or give me a ring (cfolmar@gmail.com,  720.379.3821)!

Thanks for reading!

Friday, February 10, 2012

Through the Ages-Poll Results-Worst 4 Player Starting Position

Forum for this entry is located here: Worst 4-Player Starting Position

Favorite Position Polls
I have read many results regarding favorite start positions.  Similarly, I've seen many polls concerning this same question.  I wanted to go a different route and see what position everyone felt was most likely to lose.  I then compared this to the list of games.
Results
There are several results to show.  First, I collected (from boardgamegeek), the list of everyone's favorite position.  I also show the results of the poll taken here which was: Which position was least likely to win the game.  Lastly, I show the results of the games

From the poll results (admittedly there were few votes), it appears everyone suspects the Second place is most likely to lose.
Game Results
From the games there does seem to be a slight trend indicating the fourth position may be at a slight disadvantage.  Getting "mathematical", most of the positions are less than 1 standard deviation from the average and very close together, indicating there doesn't seem to be any advantage.  However, the fourth position is over 1.4 standard deviations away.  Although this is by no means conclusive proof, it does seem to provide evidence the fourth position has a disadvantage.

So, what do you think of the results and why you believe the fourth position has this indication?  Do you believe this trend will continue for 3-player and 2-player games?  If you want to vote, I've created an continuous "unending" poll on boardgamegeek here: http://boardgamegeek.com/thread/763847/most-unpopular-starting-position

Thursday, February 9, 2012

Through The Ages-Part XVI - Military: A Numbers Game

Forum for discussion located here: http://gamesstrategyandtactics.freeforums.org/strategy-analysis-f6.html

Military Actions and Military Cards
Players have more control over their civil actions than Military cards.  The cards may not appear at opportune times, but through manipulation of the card row, players can choose to pick cards from the card row before other players.  It may cost more civil actions than the player would prefer, but the player has the option to take the card or not.  Military and Event cards differ in that a player's options are limited to what the player draws randomly from the military deck.

A player can pursue a military domination strategy, but there is no guarantee the player will draw the military cards to support the strategy.
Understanding Odds
The possible combination of odds is nearly impossible to figure out in any usable form.  Instead, it is possible to show the different odds of drawing a card(s) under various conditions.  Important to note is that in a 4-player game the deck of event cards will most likely be reshuffled.  In Age I a reshuffle is almost guaranteed.  The turn of the reshuffle will differ depending on the number of military actions the players manage to develop, but it is important to realize any cards which are discarded will become available later in the turn.

A second item to take note of involves when Military cards are viable.  Military cards are not drawn until Turn 2.  Furthermore, any military cards drawn on the last turn of the game (Turn 20 using our example) will not be played, with the possible exception of Defense cards.
The Baseline
The following diagram provides a baseline of drawing a single specific card each turn if no player modifies their original 2 Military actions.  Thus, on the third turn of a game there is only a 4.26% chance of drawing Barbarians by the first player. Using only Age I as our example, we can see a general trend upwards in odds as time goes on.  Overall, this gradually increases for each player, until turn 6 when the odds reach 10%.  After this point, the increase rises dramatically.
We can also see how each player later in the turn has improved odds of drawing the specific copy of the card over the player earlier in the turn order. It doesn't seem greatly significant until turn 7. By turn 8 it is guaranteed that if a card was not drawn, it will be drawn by Player4 as there will be only one card left in the deck to draw. Additionally, in this scenario, Player 4 will reshuffle the discarded cards and draw one of them into their hand.

There are two things which we will deviate for comparison purposes.  First, we will deviate the odds if one player draws an additional military card starting on turn 2.  This is possible with Julius Caesar, a popular leader.  Second we will modify the number of copies of a card available in the deck: such as Medieval Army.
Increasing Military Actions
This next chart involves modifying the military actions of the first player while holding the other three players at 2 actions each, the first player sees a noticeable increase in their odds.
Three things become very clear.  First, the "reshuffle point" moves forward as the number of cards drawn increases.  This impacts decision making only if a player discards a card which they later "want back".
Second, the increase in odds is slightly less than doubled, until the last turn.  From our examination of the baseline, these odds would only be greater for those later in the turn if they increase their military actions. Similarly, the military actions decrease the odds of the other players, but only by a
Increasing Copies of Cards
The second variable to review is the increasing the copies of cards in the Military Deck.  Through the Ages Military cards have four levels of occurrences.  Most cards are singles, like Events and Treaties, with only one copy of the card in the deck.  Aggressions have two to four copies of the cards, based on the Age.  Tactics cards have from 1 to 4 copies, depending on the Age and the card.  Lastly, there are 6 copies of the Defense/Colonization cards in each Age.
From this data, the following graph was formed to represent the odds of drawing at least one (or more) of the cards each turn depending if each player only has 2 Military Actions.
Conclusions
Wars don't appear
until Age II, and even then
they are Rare until Age III
Military cards really are dependent on the "luck of the draw".  Players can still manipulate that luck, to some degree.  First, increasing Military actions greatly improves the odds of drawing a desired military card, although the odds remain relatively low until later turns.  This as the effect of decreasing the time required for a "reshuffle" of the deck.  This may not seem very important, but if a player discards an undesired card early, the card may make a reappearance later in the turn.

Secondly, depending on the number of occurrences of the card, the player's odds increase.  Overall, the increase in occurrences has a greater impact than the increase in Military actions.  Players only have control over their Military Actions.


Although interesting, I'm not sure the information is very useful.  Having more Military Actions provides options, which is one reason Julius Caesar is popular.  But there is little control over what appears and when it will appear.  However, many events depend on Military Strength, so military cannot be ignored.

Tuesday, February 7, 2012

Through the Ages - Part XV - Culture: Buildings

Forum for this blog is here: Forum
Culture- Leaders
I plan on covering Leaders separately in a later article separate an unto themselves.  Their various abilities make analyzing them difficult.  However, they are not the topic for today.
Culture- Buildings
Buildings and Leaders represent the largest source of culture in Through The Ages for the majority of players.  The winning player will generate around 118 points from buildings and Leaders in a game.  Like much of the game, the majority of these points come from later age buildings.  Some Leaders will boost these points upwards, but the majority of points need to come from the core structures.

One advantage of buildings is a player may have more than one of a given type.  Depending on governments, this number can be as high as 4.  However, analysis of the games shows it is not until late Age II when the third building of a given type tends to come into play.  The fourth version of a building just doesn't come into play very often.
Culture Building Types
There exist three cultural buildings: Theaters, Temples, and Libraries.  Each building comes in three levels (Age I, II, or III).  Each building provides an additional benefit beyond culture.  Players tend to focus on two of the three types of culture buildings.  This usually comes from a lack of resources.

The following chart shows the average culture gained from the different building types.  The difference between the various buildings is relatively small, 6 points at its greatest.  Despite this, certain patterns emerge which are discussed in detail below every item.
Temples
Every Temple provides a single culture point per turn regardless of the Age of the temple.  Temples are easy to analyze from this perspective.  Temples are the cheapest building and are the first built.  Temples generate 27 culture over the course of the game for the winning player.  Players build either theaters or temples to resolve the happiness problem in most cases.

Players tend to build temples as happiness is needed to solve the discontent issue.  From the diagram, these tend to occur early, near round 3 and again round 9.  Players tend to upgrade temples roughly half the time rather than build more temples.
Libraries
Libraries provide science and culture in equal parts.  Each Age increases the building's return of each of these attributes by 1.  Libraries generate an average of 31 culture points per game.  The first library is built around turn 9.  The second library is built usually within two turns after the first building.

Unlike the other culture buildings, players tend to build three libraries during games.  Players also upgrade libraries rather quickly.  These additional buildings and upgraded buildings drive the culture gain of libraries.
Theaters
Theaters, like temples, provide happiness.  Only a single happiness is provided per theater, but the culture gain increases as the upgrade cost goes up.  On average, theaters provide 32 culture over the course of a game to the winning player.  Unlike the other building types, most winning players only build theaters of a single Age.  On average 2 Theaters will get built.  However, if the player chooses the Age I Drama theater, there is a tendency to build slightly more of the buildings.
The diagram above shows the culture depending on the Age of building chosen.  The early Drama buildings generate 40 culture.  Operas and Movies generate more culture per building per turn, but the lateness of their build doesn't make up the difference in culture of the earlier buildings.

Monday, February 6, 2012

News - WWII aircraft seekers in Malaysia

I recently read this article about a group which hunts down WWII aircraft wrecks in Malaysia ( http://www.channelnewsasia.com/stories/featurenews/view/1181266/1/.html).  Their efforts are to be applauded.

(Very) Brief History
Courtesy of www.worldatlas.com
Before WWI the Malaya Kingdom (now Malaysia) provided the world with 60% of its Tin and 40% of its rubber.  Most of these resources went to the United States, although it was a British controlled colony.  Malaya is also strategically positioned between oil rich Borneo, Java and Sumatra.  All three of these resources were critical to Japan's growing economy...and its war efforts.

It was important enough to be included in Japan's "Outline Plan for the Execution of the Empire's National Policy" framework.  On December 8th, 1941, the same time of the Pearl Harbor attacks in the United States (it was Dec 7th in US: having to cross the international date line), Imperial Japanese forces invaded Malaya and captured the working airfield there.  In response, the British sent the battleships Prince of Wales and Repulse.  The British aircraft carrier Indomitable was undergoing repairs, so the battleships had no fighter protection.  Alerted of the oncoming ships by the submarine I-58, the battleships were met by over 1000 aircraft.

The outcome is obvious in hindsight: both battleships were disabled and sunk by the aircraft within 3 hours of the engagement.  The combined loss of life for the British ships was 800 men, while the Japanese lost 3 aircraft
Aftermath
This defeat removed the last of the British large ships from the Pacific.  Over the course of the war many aircraft were downed in and around Malaya.  Although approximately 15-20 sites are known, the dense foliage prevents easy access and identification.  There are probably many more machines and pilots who were downed in Malaya to be discovered.

Sources

The Pacific Campaign: The US-Japanese Naval War 1941-1945, Dan van der Vat, 1991