Originally posted by Scouse Gits
STYOM ... if you're not banging your head against a brick wall run a few tests on the game below. It's 2.42 large world. Just run a 100 tests reloading every time. I remember solo thinking the outcome of huts could be related to your computer's clock ... let's see how Canadian time differs from the Scouse variety
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SG(2)
STYOM ... if you're not banging your head against a brick wall run a few tests on the game below. It's 2.42 large world. Just run a 100 tests reloading every time. I remember solo thinking the outcome of huts could be related to your computer's clock ... let's see how Canadian time differs from the Scouse variety
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SG(2)
Gits #1 - 3850, Russians, 1 city founded, hut away from city on rivered grass. rsch cerem, have alpha/bronze/horse
8 units 11 techs 7 cash 6 barbs 18 TRIBES.
compare with the numbers I posted from 3850:
#9 (1 city - hut plains 3850, black around hut, hut not touching radius - after map revealed, just river & pheasant nearby)
4 units 4 techs 4 cash 4 barbs 34 TRIBES
Oedo year - note large # of tribes
#10 (1 city - hut plains 3850, no black around hut, hut not touching radius)
6 units 7 techs 9 cash 2 barbs, 26 TRIBES
and
#3 (1 city hut away from city radius)
hut-grassland 3850 - 25 tech 9 unit 9 cash 7 barbs
In this last case, there were no nomads due to the non-settler I had, and the terrain was presumably unfavourable for a tribe.
Your save, SG(2), does shatter my hypothesis about number of food sheaves available dictating which of nomad/tribe will be available. This is damned complex! Perhaps the game weights the tribe option higher when the terrain is 'better' in the view of the AI. Does anyone know how the AI chooses city sites? (chorus: "Badly!" )
And perhaps it's food and production that dictates whether the advanced Tribe option is available and/or how much it is weighted - my #3 test above had grass and ocean, but no shield-rich squares. Take a look if you like :
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