Page 2 of 2 FirstFirst 1 2
Results 31 to 49 of 49

Thread: Compiled Firaxian Comments on Undocumented Game Features

  1. #31
    Adm.Naismith
    King Adm.Naismith's Avatar
    Join Date
    25 Oct 1999
    Location
    Milano - Italy
    Posts
    1,674
    Country
    This is Adm.Naismith's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 22, 2014
    Local Time
    00:56
    Thanks Ignorance, it's exactly the thread that I vaguely remembered
    "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
    - Admiral Naismith

  2. #32
    Arrian
    Deity Arrian's Avatar
    Join Date
    03 Jul 2001
    Location
    Kneel before Grog!
    Posts
    18,540
    Country
    This is Arrian's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    18:56
    Good stuff, Catt.

    I wonder if one should always switch your production to non-settlers in the early game on the turn you are about to pop a hut, in order to increase you chances of getting a settler. Then switch back to settler(s) after popping the hut.

    Theseus,

    This is why blitz units are fantastic for leader creation. Modern Armor (or Panzers) in particular. 3 attacks per turn... a vet unit could get promoted to elite (attacks 1 and 2) and then generate a leader (attack 3) in the same turn. Yeehaw! Of course, by that stage in the game, leaders are usually not very important.

    -Arrian
    grog want tank...Grog Want Tank... GROG WANT TANK!

    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

  3. #33
    alexman
    Firaxis Games Software Engineer alexman's Avatar
    Join Date
    13 Mar 1998
    Posts
    5,360
    Country
    This is alexman's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    19:56

    Re: Compiled Firaxian Comments on Undocumented Game Features

    Thanks Catt!

    One small point though:

    Settler:
    --Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
    --Player must have less cities than (TotalCities / NumActivePlayers).
    I think the second item should read "no more cities" and not "less cities"

    People get settlers from huts in 3950 B.C. after they build their initial city. It happens all the time. But in 3950 B.C. each AI civ has one city so TotalCities/NumActivePlayers=1. Obviously the player's cities are not less than that.

  4. #34
    Catt
    King Catt's Avatar
    Join Date
    01 May 2002
    Location
    California - SF Bay Area
    Posts
    2,120
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    16:56

    Re: Re: Compiled Firaxian Comments on Undocumented Game Features

    Originally posted by alexman
    Thanks Catt!

    One small point though:



    I think the second item should read "no more cities" and not "less cities"

    People get settlers from huts in 3950 B.C. after they build their initial city. It happens all the time. But in 3950 B.C. each AI civ has one city so TotalCities/NumActivePlayers=1. Obviously the player's cities are not less than that.
    Sounds to me like you're correct (for I too have heard magical tales of the 3950 BC settler, though never experienced it). However, the above was a direct quote from a Firaxian (Mike B., I think).

    I suspect that it is less than precise language on the poster's part.

  5. #35
    Meldor
    Settler
    Join Date
    14 Dec 2001
    Location
    Houston, Texas
    Posts
    25
    Country
    This is Meldor's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    17:56
    Originally posted by Zanzin
    thanks Catt, very informative!!

    Btw, a question, hopefully someone can answer - if i put workers (both mind and captured ones) in my capital cit, I should be able to trade them with other civs, right? Because when I tried to in my last game, I couldn't!

    (Keep in mind, this was in the modern age, so there's plenty of trade routs (land, sea and air) happening between the capitals.
    You have to have a city on the same land mass. We found this out in an SG game over at CivFanatics. If you have cleared all unwanted people from your land mass it doesn't matter what else you have (embassies, etc.).

  6. #36
    Purple
    Prince Purple's Avatar
    Join Date
    05 Apr 1999
    Location
    Austin, TX, US
    Posts
    725
    Country
    This is Purple's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    17:56

    Barbarian uprisings

    You might want to add the revelation in another thread about the trigger for barbarian uprisings.

    IIRC, they may occur a maximum of three times a game, once for each new age (not the Ancient Age). They are triggered when two players enter a new age.

    Of course, they only occur when there is sufficient unclaimed terrritory (I don't know what size the unclaimed bit must be for a barb hut to appear). This means that the later eras often do not witness an uprising, since the land grab phase has already concluded.

    Good thread idea, Catt! Thanks.
    Last edited by Purple; July 15, 2002 at 18:44.

  7. #37
    Coracle
    Prince Coracle's Avatar
    Join Date
    23 Feb 2002
    Posts
    915
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    18:56
    Originally posted by Ignorance
    Culture-Flipping Exposed - Dan Magaha FIRAXIS

    The only thing I want to hear from Dan is "Culture Flipping ENDED".

  8. #38
    Hurricane
    Warlord Hurricane's Avatar
    Join Date
    08 May 2001
    Location
    Arctic Hill
    Posts
    266
    Country
    This is Hurricane's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 22, 2014
    Local Time
    01:56
    Very good thread, Catt! I somehow managed to miss all the threads you picked the info from, so this was all new good stuff for me.

    I agree with Arrian that you should build something else than settlers in the early game (say, a granary) and only switch over just before it finishes to maximise the chance of gaining settlers from goody huts.

  9. #39
    JohnM2433
    Warlord
    Join Date
    10 Jul 2002
    Location
    Milwaukee, Wisconsin
    Posts
    227
    Country
    This is JohnM2433's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    15:56
    (bump)

    Catt, I've seen those statistics for unit promotion before, and I distinctly remember that it said the odds are halved for defenders. If I'm right on that, you should probably edit it in. But then again, they could have changed that in a patch. I dunno.

    Also, the odds for GL generation are 1/16 without the Heroic Epic and 1/12 with it for attackers, half that for defenders, IIRC.
    "God is dead." - Nietzsche
    "Nietzsche is dead." - God

  10. #40
    Tiberius
    Emperor Tiberius's Avatar
    Join Date
    26 Jan 2000
    Location
    Europe
    Posts
    4,496
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 22, 2014
    Local Time
    00:56
    Originally posted by Zanzin
    thanks Catt, very informative!!

    Btw, a question, hopefully someone can answer - if i put workers (both mind and captured ones) in my capital cit, I should be able to trade them with other civs, right? Because when I tried to in my last game, I couldn't!

    (Keep in mind, this was in the modern age, so there's plenty of trade routs (land, sea and air) happening between the capitals.
    I think the civs that are exchanging the workers must be on the same continent, or at least must have some cities on a common continent (to put in another way, they must be connected by roads).
    Why is that is beyond me. Maybe those poor workers are too poor to take a ship or a flight and they can only walk

    Edited: Oh, I've just realized that this is old thread. Why did you dig it out? Anyway, my answer is a little late
    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
    --George Bernard Shaw
    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
    --Woody Allen

  11. #41
    Demerzel
    Warlord
    Join Date
    31 Jul 2002
    Posts
    219
    Country
    This is Demerzel's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    23:56
    hehe caught out by the old thread topped prank eh?

    re. workers, one of the wackiest things about the unmodded games is you can't airlift them. what's up with that?? mebbe it is as you say and Civ3 has special rules to make sure they all go 3rd class shipping.

  12. #42
    Arrian
    Deity Arrian's Avatar
    Join Date
    03 Jul 2001
    Location
    Kneel before Grog!
    Posts
    18,540
    Country
    This is Arrian's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    18:56
    An old thread maybe, but a goodie. In fact, if this isn't linked in Theseus' "must read" thread, it should be.

    You also can't airlift settlers, leaders or armies (even empty ones). *shrug*

    -Arrian
    grog want tank...Grog Want Tank... GROG WANT TANK!

    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

  13. #43
    Catt
    King Catt's Avatar
    Join Date
    01 May 2002
    Location
    California - SF Bay Area
    Posts
    2,120
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    16:56
    Originally posted by JohnM2433
    (bump)

    Catt, I've seen those statistics for unit promotion before, and I distinctly remember that it said the odds are halved for defenders. If I'm right on that, you should probably edit it in. But then again, they could have changed that in a patch. I dunno.

    Also, the odds for GL generation are 1/16 without the Heroic Epic and 1/12 with it for attackers, half that for defenders, IIRC.
    JohnM- I think that the "halved for defenders" only applies to GL generation, not simple unit promotions. And you're correct on the GL 1/16 but with HE 1/12 -- just a slightly different point.

    Originally posted by Arrian
    An old thread maybe, but a goodie. In fact, if this isn't linked in Theseus' "must read" thread, it should be.
    A nice old thread . . . how I miss you .

    If someone wanted to take the initiative (I don't), I've always wanted a "topped thread" that provides specific game information as shared by Firaxis team members, with appropriate links to the chat log / post. In other words, no player testing (that has value, too), no hypotheses, no speculation, etc. -- only coomentary from Firaxis regarding the game rules / mechanics that have been revealed online but don't appear in the editor, the civilopedia, the manual etc. Kind of an "insider's manual."

    Would be a great service that wouldn't take a huge amount of time (I think) -- a review of the chat logs and a search of the forums for Firaxian posts.

    Catt

  14. #44
    kring
    King kring's Avatar
    Join Date
    24 Dec 2001
    Location
    Wichita,KS,USA
    Posts
    1,044
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    18:56
    Firaxis Soren's Barbarian Uprising Link

    Definitely a thread worthy of being bumped.

    ok, enough with the suspense!

    barbarian uprisings are triggered the second time a civ enters a new age. (once for the middle ages, once for the industrial age, once for the modern age...) The intention was to basically simulate the barbarian hordes that knocked out Rome and (to a lesser degree) the Mongols. This made a little more sense back when barbarians were more destructive, but having half your civ knocked out for seemingly random reasons was deemed not much fun. Instead, we flipped the concept around and gave a temporal bonus (the Golden Age) instead of a temporal penalty.
    Last edited by kring; October 22, 2002 at 02:21.

  15. #45
    Theseus
    Emperor Theseus's Avatar
    Join Date
    12 Apr 2002
    Location
    The warmonger formerly known as rpodos. Gathering Storm!
    Posts
    8,907
    Country
    This is Theseus's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    19:56
    "Soren's Barbarian Uprising Link "

    Well EXCUUSE ME!!

    Harrumph. Friggin' threadjacker.
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

  16. #46
    JohnM2433
    Warlord
    Join Date
    10 Jul 2002
    Location
    Milwaukee, Wisconsin
    Posts
    227
    Country
    This is JohnM2433's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    15:56
    Hm, I searched for the info on unit promotions on Civ Fanatics, and I only saw what you presented, with nothing on the odds being halved for defenders. So I guess I was mistaken and that that only applies to GL generation, not simple unit promotion.

    Heck, you can see how I would make a mistake like that. The odds for non-militaristic and vs. barbarians are halved from otherwise, so I remembered seeing the odds halved, and since they were halved for defenders elsewhere (GL generation), I unconsciously generalized. Sorry about that.

    Also, just to make myself clear, when I say "defenders", I'm refering to when any elite is defending, not just to "defensive" units like spearmen, pikemen, etc. One more thing: The odds of generating a Great Leader from a given elite victory are the same for militaristic and non-militaristic civs, right? (Obviously, militaristic civs will tend to have more elites, and thus more elite victories, though.)
    "God is dead." - Nietzsche
    "Nietzsche is dead." - God

  17. #47
    alva
    Deity alva's Avatar
    Join Date
    28 Sep 2001
    Location
    Republic of Flanders
    Posts
    10,815
    Thanks
    2
    Thanked 0 Times in 0 Posts
    Local Date
    August 22, 2014
    Local Time
    01:56
    Originally posted by Theseus
    "Soren's Barbarian Uprising Link "

    Well EXCUUSE ME!!

    Harrumph. Friggin' threadjacker.
    didn't even get a warning for that . grmmbll double*"" stand@##ards## mmblgrrr
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

  18. #48
    Catt
    King Catt's Avatar
    Join Date
    01 May 2002
    Location
    California - SF Bay Area
    Posts
    2,120
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    16:56
    Originally posted by JohnM2433
    Also, just to make myself clear, when I say "defenders", I'm refering to when any elite is defending, not just to "defensive" units like spearmen, pikemen, etc. One more thing: The odds of generating a Great Leader from a given elite victory are the same for militaristic and non-militaristic civs, right? (Obviously, militaristic civs will tend to have more elites, and thus more elite victories, though.)
    Yup - "defender" just means being attacked versus attacking - any elite unit can be a "defender" for the 1/32 GL generation chance. And also correct that the GL odds are the same for militaristic and non-militaristic civs -- this last point is widely misunderstood and if you visit the forums regularly, you'll see someone proclaim that militaristic civs have a better chance of generating GLs about every few weeks. Just won't seem to die, that one.

    Catt

  19. #49
    Theseus
    Emperor Theseus's Avatar
    Join Date
    12 Apr 2002
    Location
    The warmonger formerly known as rpodos. Gathering Storm!
    Posts
    8,907
    Country
    This is Theseus's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    August 21, 2014
    Local Time
    19:56
    Does someone want to take on the task of organizing Firazian comments a little further?
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. Reference-list for (undocumented) interface features
    By Robert Plomp in forum Civilization IV General
    Replies: 129
    Last Post: March 26, 2007, 09:05
  2. Undocumented Warlords Features
    By Simplicity in forum Civilization IV General
    Replies: 176
    Last Post: November 19, 2006, 12:19
  3. Undocumented features in 1.27f?
    By statusperfect in forum Civ3-General-Archive
    Replies: 17
    Last Post: August 13, 2003, 18:42
  4. Undocumented (or poorly documented) Game Features
    By Pythagoras in forum Civ3-General-Archive
    Replies: 11
    Last Post: May 20, 2002, 01:03
  5. Collection of Civilopedia Errors (undocumented features)
    By tobyr in forum Civ2-Strategy-Archive
    Replies: 6
    Last Post: May 10, 2000, 00:31

Bookmarks

Posting Permissions