Good job, Th & St!
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Partisans
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CityLevel = RoundDown[(CitySize+4)/8]
Good job, Th & St!
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Originally posted by Starlifter
I think this is Brian/Sid's logic: If you reach communism, but your civ does not have gunpowder, then why should your civ's captured cities produce Gunpowder partisans? How can your people become equipped and trained (assuming normal flow of research) to deploy a tach that your civ has no knowledge of yet?
Nice work finding the link between Gunpowder and Communism for Partisans. Do you test your results in 2.42 or MGE.
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SG(2)"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Originally posted by debeest
May I suggest a post that summarizes this (pretty much as you've already done) for a GL link?
Originally posted by starlifter
Good job, Th & St!
Originally posted by GP
Well...I appreciate your establishing the definitve relationship...but still feel vindicated in our earlier disagreement.
Originally posted by starlifter
I am not familiar with the cases or examples of how/when using Cheat Mode affects gameplay (beyond the obvious direct effects). Is there a link to it? To my knowledge, a tech is a tech.... if you got it, it has its effect.... no matter if it was stolen, traded, researched, edited with Cheat Mode.
But I think the way how you obtain a game position (by cheat mode or not) is irrelevant. Otherwise - what would happen if you save and reload? I don't think the way of tech acquirement is stored in the .sav file.
Originally posted by SG(2)
Do you test your results in 2.42 or MGE.Civ2 "Great Library Index": direct download, Apolyton attachment
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The result overview
I have run tests with attacker's Gue. I had to rebuild the formula, because the logic is lost:
In general attacker's Gue lowers the number of partisans. But in reverse it allows partisans to appear from cities of level 1 when defender has Gue only!Please verify the formula.
shortcuts from rules.txt:
Communism=Cmn, Conscription=Csc, Guerrilla Warfare=Gue, Gunpowder=GunCityLevel = RoundDown[( CitySize+4)/8 ]
BNP: basic number of partisans
TypeMultiplier: a multiplier that affects the resultdefender's techs attacker has Gue BNP TypeMultiplier Gue no (CityLevel -1)*2 2 Gue yes CityLevel 1 Cmn+Gun irrelevant CityLevel -1 1
CscModifier: Conscription modifier
defender has not Conscription: then CscModifier=0
defender has Conscription: then CscModifier=1GovtModifier: Government modifier
GovtModifier=1/2*abs(govindexD-govindexA)
(abs...absolute value)govindexD- defender's government index value
govindexA- attacker's government index value
Index values:
Anarchy=1,Desp=2, Mon=3, Com=4, Fund=5, Rep =6, Dem=7
The formula:
Partisans = BNP + (CscModifier + GovtModifier) * TypeMultiplier
(the result is rounded down)
Notes:
Partisans can pop up only on empty ground squares in "the working city radius" (squares that may be worked in the city window).
The max. number of partisans is 20 - i.e. only one partisan may pop up on one square.
If city was founded by attacker then no partisans pop up.
No effect: unhappy, content, happy people; wltxd, city improvements, killed defender/attacker, decrease of inhabitants by siege, type of terrain.
A simplified conclusion:
There are two situations when partisans arise: the defender has Guerilla Warfare or the defender has Gunpowder+Communism. Guerilla Warfare produces twice more partisans than the combination Gunpowder+Communism.
The effect of Guerilla Warfare and Gunpowder+Communism is not cumulated: only Guerilla Warfare applies.
Conscription adds 1 or 2 partisans.
Every point of "governments difference" raises the number of partisans by 50%.
The number of partisans depends on the city size: The smallest city that produces them has size 4. Next turning points are 12, 20, 28, 36 etc.
Guerilla Warfare is the only attacker's tech that affects the number of partisans.Overview:
defender's techs / attacker's techs gue gue+csc cmn+gun cmn+gun+csc number of partisans for citylevel1 citylevel2 citylevel3 citylevel4... 0 2 4 6 ... 2 4 6 8... 0 1 2 3... 1 2 3 4... gue/gue gue+csc/gue 1 2 3 4... 2 3 4 5... Civ2 "Great Library Index": direct download, Apolyton attachment
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RoundDown means both, but only 3.5 will occur in the formula.
Originally posted by GP
And what is the correct term for each concept?Civ2 "Great Library Index": direct download, Apolyton attachment
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GP, don't you head to Deity? Your posts are always very short...
Oh...and you have a division by 8 in your city level thingie no?
P.s. you never responded to my gibe about Eastern Europe...Civ2 "Great Library Index": direct download, Apolyton attachment
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GP, I didn't want to be bad to you. A humor at my expense is always welcomed. Try again.Civ2 "Great Library Index": direct download, Apolyton attachment
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There was a mistake in the formula: missing CityLevel at GovtModifier. The formula is changed a little. I also edited the notes.
shortcuts from rules.txt:
Communism=Cmn, Conscription=Csc, Guerrilla Warfare=Gue, Gunpowder=GunCityLevel = RoundDown[( CitySize+4)/8 ]
CitySize is the size of the city before the capture.
BNP: basic number of partisans
TypeMultiplier: a multiplier that affects the resultdefender's techs attacker has Gue BNP TypeMultiplier Gue no CityLevel -1 2 Gue yes CityLevel 1 Cmn+Gun irrelevant CityLevel -1 1
CscModifier: Conscription modifier
defender has Csc CscModifier yes 1 no 0
GovtModifier: Government modifier
GovtModifier=1/2*abs(govindexD-govindexA)
(abs...absolute value)govindexD- defender's government index value
govindexA- attacker's government index value
Index values:
Anarchy=1,Desp=2, Mon=3, Com=4, Fund=5, Rep =6, Dem=7The formula:
Partisans = (BNP + CscModifier + GovtModifier*CityLevel) * TypeMultiplier
(the result is rounded down)
Notes:
Partisans can pop up only on empty ground squares in "the working city radius" (squares that may be worked in the city window).
The max. number of partisans is 20 - i.e. only one partisan may pop up on one square.
If city was founded by attacker then no partisans pop up.
The Guerilla Warfare obtained by conquering the city counts, in other words it affects the number of partisans (partisans pop up after the attacker chooses a defender's tech).
No effect: unhappy, content, happy people; wltxd, city improvements, killed defender/attacker, decrease of inhabitants by siege, type of terrain.
The defensive value of a terrain affect where the emerging partisans are placed: first partisan to the best devensive terrain and so on. There is a special pattern of placing partisans if all terrain is the same: first square is north-east from the city, then clockwise around the city (this pattern is equal to the pattern of barbs coming from huts and to the pattern of cultivating squares around cities by AI).
A simplified conclusion:
There are two situations when partisans arise: the defender has Guerilla Warfare or the defender has Gunpowder+Communism. Guerilla Warfare produces twice more partisans than the combination Gunpowder+Communism.
The effect of Guerilla Warfare and Gunpowder+Communism is not cumulated: only Guerilla Warfare applies.
Conscription adds 1 or 2 partisans.
Every point of "governments difference" raises the number of partisans by 50%.
The number of partisans depends on the city size: The smallest city that produces them has size 4. Next turning points are 12, 20, 28, 36 etc.
Guerilla Warfare is the only attacker's tech that affects the number of partisans.Overview (for equal governments):
defender's techs / attacker's techs gue gue+csc cmn+gun cmn+gun+csc number of partisans for
citylevel1 citylevel2 citylevel3 citylevel4...0 2 4 6 ... 2 4 6 8... 0 1 2 3... 1 2 3 4... gue/gue gue+csc/gue 1 2 3 4... 2 3 4 5... Last edited by SlowThinker; June 30, 2002, 05:32.Civ2 "Great Library Index": direct download, Apolyton attachment
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I mean 20 squares around the city. But I may be wrong - I don't know if unexplored squares pop up partisans. Could you test it?Civ2 "Great Library Index": direct download, Apolyton attachment
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