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What does a CIV Trait do for you?

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  • #16
    Re: What does a CIV Trait do for you?

    Originally posted by conmcb25
    Does this look like an all inclusive list? What am I missing here?

    Seafaring: +1 movement ships, coast cities produce +1 gold
    Reduced chance of sinking.
    Water based improvements are cheaper.
    - Harbors
    - Offshore platforms
    - Coastal Fortress
    - Commercial Dock
    Increased chance of coastal start.
    I've no idea what the actual numbers are, but from the 1.20(2) readme:
    Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
    This feature doesn't work for pregenerated maps, but has been fixed to work in MP.

    -The Coastal Crusader
    Enjoy Slurm - it's highly addictive!

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    • #17
      In fact, you're supposed to always get a coastal start. It's just the map generator isn't perfect.

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      • #18
        What do you mean? The readme says "most of the time" in plain English. Have they said they tried to make it all of the time, but couldn't get the game mechanics right?
        Enjoy Slurm - it's highly addictive!

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        • #19
          They want it to be all of the time, but they can't guarantee it. At least, that's how I've always understood it.

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          • #20
            I think that's unlikely, since the algoritm to determine coastal status already exists. If it were a matter of making it a 100% situation, it would be a simple fix.
            Enjoy Slurm - it's highly addictive!

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            • #21
              It may be, though, that they'd have to regenerate start locations an inordinate number of times to assure a coastal start.

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              • #22
                They have to throw out water locations (60-80% of the map) as is. Even if coasts are only 3-5% of the map, the extra ~25% non-coastal tiles wouldn't affect generation times significantly. This should all be basic TBS programming.
                Enjoy Slurm - it's highly addictive!

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                • #23
                  This should be topped, or somehow referenced in the (someday to appear) AU homepage.
                  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.

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                  • #24
                    Or at least linked in the Must Read Threads (hint, hint)
                    Solomwi is very wise. - Imran Siddiqui

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                    • #25
                      /me smacks himself with a semi-fresh-trout.
                      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.

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                      • #26
                        I am going to get to the first post as well.

                        Ill edit in the changes in another color and let everyone take a look see.
                        *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

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                        • #27
                          Originally posted by Rommel2D
                          They have to throw out water locations (60-80% of the map) as is. Even if coasts are only 3-5% of the map, the extra ~25% non-coastal tiles wouldn't affect generation times significantly. This should all be basic TBS programming.
                          Maybe we should ask Firaxis

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                          • #28
                            Originally posted by Kuciwalker
                            They want it to be all of the time, but they can't guarantee it. At least, that's how I've always understood it.
                            Exactly, they are using herisurstic (however it's spelled) alogrithms to design the topology in the first place. They've given seafaring civs higher priority than non-seafaring civs for all starting locations (another heris. alog.) that are coastal, but if there happen to be move seafaring civs than starting locations adjoining the coast, then by the pigon hole principle, at least one seafaring civ won't start adjoining the coast.

                            This is much more likely to occur on a pangena map, least water tiles, with lots of non-suitable starting tiles ( hills / mountains / desert) combined with a high ratio of seafaring civs to non-seafaring civs.
                            1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                            Templar Science Minister
                            AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                            • #29
                              Heuristic? I'm not familliar with the programming implications of this term. I haven't done a great deal of experimentation with this, but passive observation has shown that in purely generated maps, I have yet to see a seafaring civ not get a coastal start. Maps that have been generated in advance with the editor have less than half the seafaring civs recieve a coastal start. Clearly they have a routine in place that works through the regular game generation process, but not with the editor...
                              Enjoy Slurm - it's highly addictive!

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                              • #30
                                Originally posted by Rommel2D
                                Heuristic? I'm not familliar with the programming implications of this term.
                                It means you use simple rules instead of a complicated algorithm. It usually requires a lot of testing, but cen give good results with minimal processing power required. It can also produce very weird results in cases the programmers didn't think of.
                                Seriously. Kung freaking fu.

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