And now a public service announcement . . . . .
Several Firaxians seem to be making very frequent appearances of late, and have shared several previously undocumented details on game features. I thought I’d consolidate them for those of you who, unlike me, haven’t been spending an ungodly amount of what should be productive work time here at Apoylton and other forum sites. Most of the following are direct quotes from Firaxis employee posts – I have occasionally taken a liberty so that the meaning / intent is clear.
Read further at your own peril as the notes below may take a tiny bit of the mystery out of the game.
On Unit Promotion Probabilities
Odds of promotion are based on whether the civ has the Militaristic trait or not and whether the victory was against barbarians or not. Basically, chances of promotion are halved for victories over Barbarians and doubled for Militaristic civs.
non-militaristic civ vs. non-barbarians:
conscript to regular: 1 in 2
regular to veteran: 1 in 4
veteran to elite: 1 in 8
non-militaristic civ vs. barbarians:
conscript to regular: 1 in 4
regular to veteran: 1 in 8
veteran to elite: 1 in 16
militaristic civ vs. non-barbarians:
conscript to regular: 1 in 1
regular to veteran: 1 in 2
veteran to elite: 1 in 4
militaristic civ vs. barbarians:
conscript to regular: 1 in 2
regular to veteran: 1 in 4
veteran to elite: 1 in 8
Also, if a victorious unit fails to get promoted, it will always be promoted upon surviving any other battle in the same turn. This gives an obvious advantage to defenders as well as an incentive to use the same offensive units for additional battles whenever possible.
On Modding the Game to Create More Than One Heroic Epic Wonder
A second Heroic Epic will not increase your odds [of leader generation]. [The game] just checks to see if you have the [heroic epic wonder effects] or not [when calculating odds of a great leader appearance].
On Goody Hut Discoveries
Here are the conditions:
Gold:
--The tile must not have any type of resource or luxury on it.
Maps:
--always available
Nothing:
--always available
Settler:
--Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
--Player must have less cities than (TotalCities / NumActivePlayers).
Mercenaries (skilled warrior):
--There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.
Tech:
--Player must still be in Ancient Times.
Barbarians:
--Player must not have Expansionist trait.
--There must not be a city within a 1-tile radius.
--The player must have at least 1 city.
--The player must have at least 1 military unit.
--The unit popping the hut must not have the "All Terrain As Roads" ability.
On How to Generate a Random Map Size or Random # of Civs
[At the map size selection:]
*Tiny
*Small
*Standard
*Large
*Huge
*???
[By clicking below the “huge” selection the player actually “de-selects” all map sizes and a random size is chosen by the game.]
There is no way to do a random number of civs though...
On City Resistance and Defense Bonuses
[Units do not get the city or metropolis defense bonus if the city / metropolis in which they are garrisoned is in resistance.]
Several Firaxians seem to be making very frequent appearances of late, and have shared several previously undocumented details on game features. I thought I’d consolidate them for those of you who, unlike me, haven’t been spending an ungodly amount of what should be productive work time here at Apoylton and other forum sites. Most of the following are direct quotes from Firaxis employee posts – I have occasionally taken a liberty so that the meaning / intent is clear.
Read further at your own peril as the notes below may take a tiny bit of the mystery out of the game.

On Unit Promotion Probabilities
Odds of promotion are based on whether the civ has the Militaristic trait or not and whether the victory was against barbarians or not. Basically, chances of promotion are halved for victories over Barbarians and doubled for Militaristic civs.
non-militaristic civ vs. non-barbarians:
conscript to regular: 1 in 2
regular to veteran: 1 in 4
veteran to elite: 1 in 8
non-militaristic civ vs. barbarians:
conscript to regular: 1 in 4
regular to veteran: 1 in 8
veteran to elite: 1 in 16
militaristic civ vs. non-barbarians:
conscript to regular: 1 in 1
regular to veteran: 1 in 2
veteran to elite: 1 in 4
militaristic civ vs. barbarians:
conscript to regular: 1 in 2
regular to veteran: 1 in 4
veteran to elite: 1 in 8
Also, if a victorious unit fails to get promoted, it will always be promoted upon surviving any other battle in the same turn. This gives an obvious advantage to defenders as well as an incentive to use the same offensive units for additional battles whenever possible.
On Modding the Game to Create More Than One Heroic Epic Wonder
A second Heroic Epic will not increase your odds [of leader generation]. [The game] just checks to see if you have the [heroic epic wonder effects] or not [when calculating odds of a great leader appearance].
On Goody Hut Discoveries
Here are the conditions:
Gold:
--The tile must not have any type of resource or luxury on it.
Maps:
--always available
Nothing:
--always available
Settler:
--Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
--Player must have less cities than (TotalCities / NumActivePlayers).
Mercenaries (skilled warrior):
--There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.
Tech:
--Player must still be in Ancient Times.
Barbarians:
--Player must not have Expansionist trait.
--There must not be a city within a 1-tile radius.
--The player must have at least 1 city.
--The player must have at least 1 military unit.
--The unit popping the hut must not have the "All Terrain As Roads" ability.
On How to Generate a Random Map Size or Random # of Civs
[At the map size selection:]
*Tiny
*Small
*Standard
*Large
*Huge
*???
[By clicking below the “huge” selection the player actually “de-selects” all map sizes and a random size is chosen by the game.]
There is no way to do a random number of civs though...
On City Resistance and Defense Bonuses
[Units do not get the city or metropolis defense bonus if the city / metropolis in which they are garrisoned is in resistance.]
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