Runs of Nomads, Gold, Techs etc ... if you look at a sequence of computer generated random numbers - these runs of similar values are quite endemic -- I am no statistician, but I suspect that this is also a feature of true randomness - whatever that may be ...
2)if the calls to the randomfunction are very close to oneanother you get list with the same number repeated af few times (like 3 3 3 4 4 4 4 4 4 7 7 7 7 2 2 2 2)
the reason?
=> most randomfunction are just something that should simulate something randomlike but that can be repaeted for programtestingreasons
=>they just suck(only my opinion so don't try to shoot me for it)
=>a randomfunction that gives really 'randomnumbers ' each time uses a timer and are most of the time a lot slower then the above(in programming=> SLOW=BAD && FAST=GOOD)
btw randomness is hard for us ppl just ask someone to give a list of randomnumbers and check if they look random to you.
(had this discussion before on an other thread ,there the question was how to create an real random number function,etc)
shade
So, I don't expect to see later results, e.g., hut patterns, be any more elegant once someone figures them out. Such sequences usually use a lot less RAM to resolve, so may be a good choice under the constraints imposed in broad public distribution. (No one ever has enuff RAM for the latest, greatest game on any computer more than a year old. Refreshing that the Civ folks have not followed that trend.)
Comment