Tsk tsk. How violent. Why not rush the spaceship parts?
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Got my first leader, some advice please..
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Originally posted by Hurricane
Not true. This has been proven to be wrong...
By the way (as you stated in the mentioned thread): I also had recently a leader out of a defensive war. I started with an invasion in modern times by landing 4 infantry at a mountain (to clean up the AI's knights and cavalries). The AI lost LOTs of units, I didn't count, as i had to leave the room for short, and killed 2 infantries. When I came back, I found 2 remaining injured infs and a leader at the mountain.
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It seems that it is not clear about getting a second leader, if one is idling in a city already. I have not seen it, but that does not make it false, just rare. Those that say they have seen it, only suggest that it is not very common, hence you make my case to use it soon. The claim that you had one for 40 turns and then got another reenforces my idea. I said use it and when you get to the next wonder in 40 or more turns, you may well get another, if not you probably do not need a leader to win the wonder race. Having a 300 shield resource laying around earning nothing, is not the best use. If you bust a 200 or so shield wonder that would have taken 60 turns (example), you would have been able to build a number of things and the wonder in that 60 turns. Which is better: leader idle, build university, market and some otherthing or wonder and all of those items and leader is gone? Inaction and slought are the bain of civ3 above the first two or three levels, you need to be moving and growing. Better yet, you need to be making the others civs shrink, cut down their armies and take their land, this prevents them for beating you in the research and wars.
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It's a succession game. I suggested to use the leader, but the players made other decisions. It's their free will, I respect it. When the turn comes to me and there's still a leader, I'll use it. Also, the 20-40 turns was just guessed. If you want, go to the mentioned thread and count the turns, they are all described.
I never used a leader to hurry up the space race. I take a few of my best cities (per shield output) and let them prebuild ICBMs a few turns before I discover the tech, and then switch.
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Re: Got my first leader, some advice please..
Originally posted by Feephi
I'm first in Culture, in the middle of the pack in Power rankings.
Thanks for your help!If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.
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It might be just the way Gillskill decided to write the history. It seems he started the wonder the same turn. He could just as well have rushed the Hanging Gardens with the first leader, and only then got the second one. Since he writes in story-mode it could one way or the other - the end result is the same.
For me it seems just too lucky to be true that you have one leader sitting idle for 40 rounds, then decide to start on a wonder, and immediately get a second leader which you can use to ruch the wonder. To me it seems like the often stated fact that in these cases (when you have had one leader sitting around for a long time) you very fast get a new one as soon as you use the first leader.
This is of course just speculations, and I asked Gillspill to tell if he actually had the two leaders simultaneously.
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This is of course just speculations, and I asked Gillspill to tell if he actually had the two leaders simultaneously.
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Multiple leaders on single turn = possible
PFREMONT reported getting 2 leaders in one turn in the fourth Civ3 tournament, so it's possible.
N.B. He didn't use the first leader prior to getting the second one.If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.
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So many people reported to have had 2 leaders at the same time, but nobody thought of a screenshot or a savegame. Too bad. I didn't have so much luck yet, and as a builder player probably never will, but if I ever will see 2 leaders in a row, I will save the game (A screenshot is no real prove either).
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Interesting... So, does the Military Advisor screen switch from "available leader" to "available leaders"?
This might change my strategy quite a bit. I generally time my wars around getting tech for key wonders, and don't build my first army unless there are no wonders available. If I could hold onto two or three leaders at a time, I could plan things a little better.
I always use my leaders ASAP, though, and in my current game, I just got my 7th leader in 780AD ... so I can't help thinking it's better to use them immediately.To secure peace is to prepare for war.
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Regardless of whether or not 2+ active leaders are possible, having an active leader lowers the chances that another will be produced. I was able to get 3 leaders in one turn once. I had used each leader as soon as it was available though, before the next battle was fought. I reloaded to see if using the leaders had made a difference. When I didn't use the first leader, I didn't get any more. This was using the exact same series of battles that produced the 3 leaders the first time.
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3 in a turn? Nice.
I'd still like to see some solid numbers on leader generation. I've heard several people say chances are 1/16 or 6.25% of getting a leader (from elite units in non-barbarian combat, of course). I've also heard several times that your chances are 1/12 or 8.33% after you build The Heroic Epic. People also say your chances start off at 1/12 if you are Militaristic.
Has anybody in any way verified these numbers with Firaxis, with game code, or with extensive testing? How does the Military / Heroic Epic bonus stack? When you have both, are they they redundant (1/12 total, or 8.33%)? Are the resulting ratios additive (1/12 + 1/12 = 1/6 total, or 16.67%)?
Having played nothing but the Aztecs lately, I would have to say that I doubt it is 16.67% for both. What makes the most sense to me is that the bonuses themselves would be added. This could be done as follows:
base leader production = 6.25% (1/16)
militaristic = 6.25% + 2.0833% = 8.33% (1/12)
heroic epic = 6.25% + 2.0833% = 8.33% (1/12)
mil. + epic = 6.25% + 2.0833% + 2.0833% = 10.4167% (5/48)
This could be better expressed as:
Code:base leaders: 3/48 (1/16 or 6.2500%) militaristic: 3/48 + 1/48 = 4/48 (1/12 or 8.3333%) heroic epic: 3/48 + 1/48 = 4/48 (1/12 or 8.3333%) mil. + heroic: 3/48 + 1/48 + 1/48 = 5/48 (5/48 or 10.4167%)
The way C++ works, you predefine your max random integer, then use that for all random numbers generated. Generally, you're going to define RAND_MAX (+1) as either a power of 256 or a power of 10 (i.e. 65536, 100000, or something like that). That's why it seems strange that 48 is not divisible by any power of 256 or any power of 10. I doubt all random numbers in Civ3 are based off of factors of 48. It is common to use the following kind of statement to find a random number with max value n:
(double(rand())/RAND_MAX)*n
That works just fine, and may be the case with Civ3, but it just seems strange. Software that makes extensive use of random numbers will generally not use such an arbitraty inefficient method to generate those numbers.
Perhaps they are coded like this:
Code:base leaders: 16/256 (6.2500%) militaristic: 16/256 + 5/256 = 21/256 (8.2031%) heroic epic: 16/256 + 5/256 = 21/256 (8.2031%) mil. + heroic: 16/256 + 5/256 + 5/256 = 26/256 (10.1563%)
What I'm trying to say here is that I wouldn't be surprised if the whole theory of militaristic/heroic epic giving you a 1/12 chance of leaders was completely wrong.To secure peace is to prepare for war.
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Originally posted by Dimension
Are the resulting ratios additive (1/12 + 1/12 = 1/6 total, or 16.67%)?
1/12 is 4/3 of 1/16. So the result of having Heroic epic and being militaristic should be 4/3 of 1/12 = 1/9 or 11.11...%.
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