Samson,
(It also looks to me that demands are a bit different in other respects, too, between the two versions of the game, but first I have a problem you might want to look at)
I tried the formulae on my first city, Rome, but seem to be having a problem with the formula for silk.
Here are Rome’s stats:
Location: (75,51)
Standard map size makes Rome fall in the western hemisphere and below the equator
Wildcards: (beads,salt)
Continent #: 13
Tech level: 17 until 1050 BC, then 18 (Pottery included)
City size: 2200BC – size 2, 1000BC – size 3
Terrain:
Ocean: 9 regular + 1 whale = 13 total
Forest: 1 regular + 1 silk + 1 pheasant = 9 total
Plains: 1 regular + 1 buffalo = 5 total
Grass: 6
(No rivers and no other terrain types for Rome)
Supply lists:
2200 hides,beads,silk
1000 beads,hides,silk
Top 5 commodity values using supply formulae:
Hides: 144 until 1000BC, then 72
Beads: 93
Dye: 50
Salt: 37 until 1000BC, then 36
Silk: 19
(Other commodities are all 12 or lower. Spice is actually -11!)
From the formulae, one would expect:
2200 hides,beads,dye
1000 beads,hides,dye
Now if Rome were in the Eastern Hemisphere, then silk would gain 50 points and be equal to 69, putting it in 3rd place. Since Rome is from an MGE game, I used the map editor to set up an identical city, which I used with a 2.42 game, but still got the same starting commodities in the same order, so I do not think the problem with silk is due to different game versions. My guess is that silk gets the bonus for longitude in both hemispheres, or that you meant western for silk, or that my understanding of hemispheres is backwards.
Edited a little later... It must be a hemisphere thing, since I just set up a similar city in the eastern hemisphere, which is supplying hides,beads and dye.
(It also looks to me that demands are a bit different in other respects, too, between the two versions of the game, but first I have a problem you might want to look at)
I tried the formulae on my first city, Rome, but seem to be having a problem with the formula for silk.
Here are Rome’s stats:
Location: (75,51)
Standard map size makes Rome fall in the western hemisphere and below the equator
Wildcards: (beads,salt)
Continent #: 13
Tech level: 17 until 1050 BC, then 18 (Pottery included)
City size: 2200BC – size 2, 1000BC – size 3
Terrain:
Ocean: 9 regular + 1 whale = 13 total
Forest: 1 regular + 1 silk + 1 pheasant = 9 total
Plains: 1 regular + 1 buffalo = 5 total
Grass: 6
(No rivers and no other terrain types for Rome)
Supply lists:
2200 hides,beads,silk
1000 beads,hides,silk
Top 5 commodity values using supply formulae:
Hides: 144 until 1000BC, then 72
Beads: 93
Dye: 50
Salt: 37 until 1000BC, then 36
Silk: 19
(Other commodities are all 12 or lower. Spice is actually -11!)
From the formulae, one would expect:
2200 hides,beads,dye
1000 beads,hides,dye
Now if Rome were in the Eastern Hemisphere, then silk would gain 50 points and be equal to 69, putting it in 3rd place. Since Rome is from an MGE game, I used the map editor to set up an identical city, which I used with a 2.42 game, but still got the same starting commodities in the same order, so I do not think the problem with silk is due to different game versions. My guess is that silk gets the bonus for longitude in both hemispheres, or that you meant western for silk, or that my understanding of hemispheres is backwards.
Edited a little later... It must be a hemisphere thing, since I just set up a similar city in the eastern hemisphere, which is supplying hides,beads and dye.
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