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Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 21-10-2004 19:01
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quote:
Originally posted by Harry Tuttle
Yeah, I think you guys are right. I think the laborers might need to come earlier so as to not give any one player an advantage too early in the game, even if it is MP.

@ Arthedain: As for the thunderstorms, you say they are occupying your cities? Hmmm, I better turn them back to air units. At least I knwo they're attacking now!


I played yesterday (and my night was too short thereafter, thank you! ), and I noticed the same things:
1) The AI doesn't build new saloons (having bribed the 3 other whores might play a role in that... ); anyway, I'm nearly sure the AI wouldn't bribe the pioneers as they are VERY expensive!
2) Needing to bribe the pioneers to expand is IMHO really excellent! And as they are expensive, it makes your prospectors even more valuable! But I agree something should be done to help the poor AI... I'll suggest something at the end of the post!
3) The Storms and Animals are MUCH more agressive than in the earlier version, which is excellent! Now I have to be cautious with my prospectors...
4) Playing at "Deity" instead of "Prince", and not having the "riverside" saloon proves much more difficult than my last game! Now all the others have ganged up against me, and prove a worthy challenge!
5) The US Cavalry, which was before dirt cheap to bribe, is now awfully expensive: I like it!

Conclusion: the last version was really good, the current one is just brilliant!

Now, I would like to keep the necessity to bribe pioneers for the human player (i.e. not hurrying the apparition of Laborers), so here is an idea:
- you said you now have some spare space in the events file, so let's use that
- there are "Human" and "Computer" triggers that could be used for that purpose, I'll have to check tonight if it can be used in the way I intend! Not sure though...
- the idea is to create a "no, no" tech that would be the prerequisite for the pioneer and that would be given to each civ at a definite time, but only if the civ is "Computer"! Now, I'm not sure this trigger can be used for that! This is what I'll check tonight, and if not try to find a way around the problem!

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 21-10-2004 19:38
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Thinking a little bit more about it, I believe that the HumanOrComputer trigger is only valid for talking!

I'll try to find a way around that, but if I can^t, maybe the easiest way to fix the "no settler unit if not bribing" problem would be to re-introduce Wagontrains, but make them really (and I mean REALLY! ) expensive. That would allow the AI, or the "whoreless" players, to expand, but somewhat till they have laborers, but at a terrible cost!

What do you think??

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 21-10-2004 22:58
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quote:
Originally posted by AGRICOLA
I was wondering about storms occupying cities. My RULES shows them to be domain=1, air.

I don't particularly like the idea of removing bribing from the game, it is such a unique feature. Perhaps the cost of Laborers could be increased to better balance the 70 shield building cost and the $2000+ cost of bribing a Pioneer.

Oh no! Extrapolating a bit into the future, the Pioneer problem will be repeated with the US Cavalry and any other units that need to be bribed in order to acquire them.

Should this perhaps be strictly a MP scen? That may solve most of the problems.


For the bribes, I wil try to balance the cost a bit and so they don't break the bank. The laborers might be moved down a bit on the tech tree and some settlers given to the Saloons from the start.

As for the Cavalry, yes, you should be able to bribe them as they had low morale during the Sioux wars. This can be a big advantage in SP games of course, but not so big in MP games. The scenario is best played as MP, but I hope to make it worthwhile wo play it SP.

@Cyrion: Cool thanks! I think a trigger that will give the tech to all saloon players at a specific time or tech researched might be a good idea. The only choice now is how and when to implement it.

I'll make some changes tonight.

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 22-10-2004 00:22
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I'm afraid I have to report a problem! The Global Warming problem isn't solved yet!

I had much pollution happening, and many rats everywhere (which is how it should be!), but when the "icecap" melt, the terrain change and you get "saloon types" terrain everywhere on the map!

So I think we should, if possible, keep the rats (pollution) but remove the Global Warming.

The only question now is: how to do that???

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 22-10-2004 00:47
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quote:
Originally posted by Cyrion
I'm afraid I have to report a problem! The Global Warming problem isn't solved yet!

I had much pollution happening, and many rats everywhere (which is how it should be!), but when the "icecap" melt, the terrain change and you get "saloon types" terrain everywhere on the map!

So I think we should, if possible, keep the rats (pollution) but remove the Global Warming.

The only question now is: how to do that???


I know, it's still there. Global warming can be fixed with hex editing and should be done as one of the last changes to the save file. Don't worry, I haven't forgotten.

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 22-10-2004 01:36
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quote:
Originally posted by Harry Tuttle
As for the Cavalry, yes, you should be able to bribe them as they had low morale during the Sioux wars. This can be a big advantage in SP games of course, but not so big in MP games. The scenario is best played as MP, but I hope to make it worthwhile wo play it SP.


I didn't say it very well, but I was also thinking of the other two types of US units as well as the legendary but historical western characters in your list of units in RULES. It will be difficult for AI saloons to acquire them but they do add much 'flavor' to the scenario.



@Cyrion
Check Kobra's 'The Norwegian Campaign' thread. It has explicit info on how to change a couple of bytes in a saved game so that there is no terrain change when global warming occurs. I hope that you will only have to backtrack to one or two saves before your warming occurred. Many thanks for the heads up, I'm going to fix my game immediately.

EDIT: Sorry, couldn't get table to work. Please see my next post.

Last edited by AGRICOLA on 22-10-2004 at 02:30

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 22-10-2004 02:25
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Oh, OK, sorry, I thought it had been fixed!

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Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 22-10-2004 02:26
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The following changes prevented terrain change when global warming took place. The turn 24 game save was changed. Warming occurred around turn 35 but there were no terrain changes.

43 49 56 49 4c 49 5a 45 00 1a 2c 00 3f 80 60 50
00 00 07 00 80 00 00 07 02 00 00 00 18 00 18 00
ff ff ff ff 82 05 00 01 01 01 ff 00 05 00 ff 02
ff 06 80 80 00 00 00 00 00 00 9b 05 0e 00 52 00

Last edited by AGRICOLA on 22-10-2004 at 06:08

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 22-10-2004 02:41
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Agricola, I didn't get it: did you manage it or not??

And if you can do it, here is the save on the turn before the warming occurs: can you do something about it??

Attachment: fra1.sav
This has been downloaded 1 time(s).

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 22-10-2004 03:10
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Yes, the changes work. The bytes in red were changed to 80 in your save. It took a bit of time to test it. Global warming occurred 12AM Day10 but there were no terrain changes.

Here's the altered file

Attachment: fra1fixed.sav
This has been downloaded 1 time(s).

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 22-10-2004 04:34
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quote:
Originally posted by Harry Tuttle


For the bribes, I wil try to balance the cost a bit and so they don't break the bank. The laborers might be moved down a bit on the tech tree and some settlers given to the Saloons from the start.


An important part of the bribe cost of the pioneers is the amount of money the owner (sioux?) civ has... I cheated their money to 0 to test it and they cost around 500

giving them $5000, it costs 3800 to bribe them, and giving them $26884 (the amount i have), it costs $18420.

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 22-10-2004 06:23
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quote:
Originally posted by N35t0r

An important part of the bribe cost of the pioneers is the amount of money the owner (sioux?) civ has... I cheated their money to 0 to test it and they cost around 500

giving them $5000, it costs 3800 to bribe them, and giving them $26884 (the amount i have), it costs $18420.


Hmmmm, I think I'll test this out and do a nice statistical graph...

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 22-10-2004 06:33
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Hey guys, I just realized that with the Sioux as a democracy you can't bribe their units. Duh. I'll make the change in the next upload. Please feel free to change the govt to whatever you like if you are playtesting.

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:16
  Old Post 22-10-2004 11:14 Visit :) Smiley's homepage!
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Hmm, maybe thunderstroms should be under Nature, so they aren't bribeable.

Domain 1 air units can still occupy if they have unlimited fuel, like helicopters.

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:16
  Old Post 22-10-2004 11:22
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quote:
Originally posted by AGRICOLA
Yes, the changes work. The bytes in red were changed to 80 in your save. It took a bit of time to test it. Global warming occurred 12AM Day10 but there were no terrain changes.

Here's the altered file


Thanks a lot Agricola, I'll keep on playing tonight!

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 22-10-2004 13:29
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@Harry Tuttle

Here are a few minor items for your attention.

1. Golden Nugget Saloon has 2 funny and completely useless techs at start - Industrialization and Seargander Cunning. These must slow down Golden Nugget research.

2. AI saloons research Gunfire Cover and Rifle Posts. Both are techs that do nothing and lead to nothing.

3. In Cyrion's game, the AI operated Blue Moon Saloon seems to have acquired an 'impassable' as a unit. I only mention this because it might be an indicator of a problem of some sort.

4. Would the ranchers in the corral look better if they were on horseback? They do move fast and no self-respecting rancher should be made to chase rustlers on foot.


5. Now for the messy part. I've noticed that all three types of freshly spawned US units (Infantry, Cav Mounted and Cav Officer) either tend to promptly kill themselves by attacking the nearest mountain or just vanish within two or three turns. I think that I’m correct in thinking that they are equivalent to barbarians in vanilla Civ2. From your comments I would have thought that they are supposed to stay around and continue to be a problem for the saloons.

As it stands, they are spawned so far from Gold Gulch that they pose no threat to the town and are a threat only to other units in the immediate vicinity of ~(4,46) and ~(131,87). This means that only whores who are waiting to bribe them or to bribe Pioneers are at risk.

From what I can tell, their life expectancy is no more than 3 turns, even after I had cheated a barb saloon into existence. I tried spawning them away from mountains so they couldn’t commit suicide but they were all gone within 2 or 3 turns. Also, on the basis of limited testing, if N barb units are created by events during a turn, N-1 units actually appear in some cases. This happens regularly near (4,46) at the beginning of turn 20.

The only positive result I got was when they were spawned within <5 squares of Gold Gulch. Then at least some headed into town and attacked the nearest saloon.

If you want them to be a genuine problem, it may be necessary to change them to Sioux or Nature units and arrange it so that the Sioux or Nature are implacably hostile to all saloons

6. What is a 'Hoople Head"?

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 22-10-2004 19:26
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1. Golden Nugget Saloon has 2 funny and completely useless techs at start - Industrialization and Seargander Cunning. These must slow down Golden Nugget research.

- Industrialization allows for the Golden Nugget to have the Golden Nugget style saloon graphic. In the regular game Industrialization would change a civ's cities to the "red brick" industrialized graphic. The Nugget needs to have this or they would not have the special yellow roofed saloon style.

-Seargander Cunning, I think I remember this right, should be a pre-req to another Golden Nugget specific tech that allows for one of the wonders to be built, I believe something to do with spying. I'll have to check on my home computer before I can get a definate for you.

2. AI saloons research Gunfire Cover and Rifle Posts. Both are techs that do nothing and lead to nothing.

- Not necessarily. I believe these techs allow you to build fortresses.

3. In Cyrion's game, the AI operated Blue Moon Saloon seems to have acquired an 'impassable' as a unit. I only mention this because it might be an indicator of a problem of some sort.

- I'll try and find out where it is on the map tonight. It's a hold over from when I was screwing with the corral. It's probably under a Nature unit.

4. Would the ranchers in the corral look better if they were on horseback? They do move fast and no self-respecting rancher should be made to chase rustlers on foot.

- Wellllllll, yeah, they probably would look better, but I think I'll finish the saloon owners first before I start tweaking the other units.

5. Now for the messy part. I've noticed that all three types of freshly spawned US units (Infantry, Cav Mounted and Cav Officer) either tend to promptly kill themselves by attacking the nearest mountain or just vanish within two or three turns. I think that I’m correct in thinking that they are equivalent to barbarians in vanilla Civ2. From your comments I would have thought that they are supposed to stay around and continue to be a problem for the saloons.

As it stands, they are spawned so far from Gold Gulch that they pose no threat to the town and are a threat only to other units in the immediate vicinity of ~(4,46) and ~(131,87). This means that only whores who are waiting to bribe them or to bribe Pioneers are at risk.

From what I can tell, their life expectancy is no more than 3 turns, even after I had cheated a barb saloon into existence. I tried spawning them away from mountains so they couldn’t commit suicide but they were all gone within 2 or 3 turns. Also, on the basis of limited testing, if N barb units are created by events during a turn, N-1 units actually appear in some cases. This happens regularly near (4,46) at the beginning of turn 20.

The only positive result I got was when they were spawned within <5 squares of Gold Gulch. Then at least some headed into town and attacked the nearest saloon.

If you want them to be a genuine problem, it may be necessary to change them to Sioux or Nature units and arrange it so that the Sioux or Nature are implacably hostile to all saloons

- How expensive are they? I don't necessarily want them invading town all the time. I guess I could just change them over to Sioux and say to hell with the titles. That way they'd stick around. Remember though, they will pop up every so often. As you and the rest of the civs venture out there will be more of a chance that the cavalry will attack your units. I think I will have them pop up on another part of the map. To many people are bribing them early on.

6. What is a 'Hoople Head"?

- I have no idea whatsoever. Al Swearanger on the HBO series "Deadwood" uses the term all the time. It basically equates to idiot, I think. I dunno, it's fun to say.



@Smiley: The T-storms have been changed to air units with 2 range, just like bombers, so they should not occupy cities. This will be changed in the next upload. Hopefully they'll still attack.

As for bribing the T-storms... Well, if I change them to Nature, they attack, and a war is started with nature, then the mountains on the map will become hostile to you. Moving through the hills would take forever and you would probably lose a good amount of units to missteps. I could change them to "destroyed upon attacking", make them 1 range units which will disappear if they don't hit anything. That way there wouldn't really be a chance for anyone to bribe them. But the big question is, will they attack or just sit there... More testing tonight.

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 23-10-2004 00:37
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What about making the mountains air units? (of course, this would avoid them from exerting a ZOC, but i think you only use it for the corrals...)

After a short test, the cavalry doesn't commit suicide against the mountains, but it still wanders around. Perhaps you could add a line of ocean underneath the mountains? (you will need to modify them so that it doesn't get seen, though.

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 23-10-2004 00:50
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quote:
Originally posted by N35t0r
What about making the mountains air units? (of course, this would avoid them from exerting a ZOC, but i think you only use it for the corrals...)

After a short test, the cavalry doesn't commit suicide against the mountains, but it still wanders around. Perhaps you could add a line of ocean underneath the mountains? (you will need to modify them so that it doesn't get seen, though.


T-storms made into regular air units. Ocean under the mountains might be a bit drastic.

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 23-10-2004 04:24
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@N35t0r

Ok, did some analysis on the pioneers. The nearest formula I could come up with goes a little something like this:

EDIT: See below posts

Now, the Sioux are a dictatorship in this analysis. I initially used a build cost of 1 and a Sioux Treasury amount increasing by $500 increments. The bribed unit in question was always one tile NE of the Blue Moon Saloon whore in the eastern corridor.

I have included the excel spreadsheet for a source doc.

I will do some more tinkering tonight. I think the "z" and 41 static amounts might be the result of another formula, maybe derived from city distance and/or government. I will test tonight.

EDIT: CHANGED, see below.

Last edited by Harry Tuttle on 23-10-2004 at 07:13

Harry Tuttle is offline Harry Tuttle

Prince
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Mar 2003
time: 00:16
  Old Post 23-10-2004 04:42
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quote:
Originally posted by N35t0r
What about making the mountains air units? (of course, this would avoid them from exerting a ZOC, but i think you only use it for the corrals...)


Wait, forget what I said in the last post, I misunderstood you. The mountains would have to be helicopters as any air unit would eventually run out of gas and crash. I think helicopters exert a ZOC anyways. The reason why the corral works is because every saloon civ is allied with Nature, making ZOC irrelevant.

Mercator is offline Mercator
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Sorekara no Nanimo
Jan 1970
time: 06:16
  Old Post 23-10-2004 04:51 Visit Mercator's homepage!
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quote:
Originally posted by Harry Tuttle
Wait, forget what I said in the last post, I misunderstood you. The mountains would have to be helicopters as any air unit would eventually run out of gas and crash.


Not unless you want your mountains to move. A zero-move "bomber" will last forever. That's what people have always used to create impassable terrain.

Harry Tuttle is offline Harry Tuttle

Prince
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Mar 2003
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  Old Post 23-10-2004 05:14
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quote:
Originally posted by Mercator


Not unless you want your mountains to move. A zero-move "bomber" will last forever. That's what people have always used to create impassable terrain.


No kidding? Well, I will have to try that then.

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 23-10-2004 05:18
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Yeah, that was what i meant. Just change them to air units (0 range or not) and they'll fly forever.

Harry Tuttle is offline Harry Tuttle

Prince
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Mar 2003
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  Old Post 23-10-2004 05:26
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quote:
Originally posted by N35t0r
Yeah, that was what i meant. Just change them to air units (0 range or not) and they'll fly forever.


sweeet

AGRICOLA is offline AGRICOLA
Prince
Canadian bush & Florida
Feb 2003
time: 00:16
  Old Post 23-10-2004 05:50
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quote:
Originally posted by Harry Tuttle
How expensive are they?

The cost of bribing a US unit (barbarian) appears to remain constant at $2029. I get the same number at turns 10,20 and 30 in my game and turn 100 in Cyrion's game.

The corresponding figures for bribing a Pioneer are $3540, $2823, $2508 and $7212.

quote:
Originally posted by Harry Tuttle
I don't necessarily want them invading town all the time. I guess I could just change them over to Sioux and say to hell with the titles. That way they'd stick around. Remember though, they will pop up every so often. As you and the rest of the civs venture out there will be more of a chance that the cavalry will attack your units.

If they continue to be spawned at the present locations, they may not be that much of a problem.

The ones in the SE corner of the map will take a very long time to reach Gold Gulch, most will probably wander off to where they are a threat only to prospectors. Meanwhile, they remain at risk of being bribed.

The events for spawning US units are in the following sequence:

1. Infantry
2. Cav Mounted
3. Cav Officer
4. Infantry
5. Cav Mounted
6. Cav Officer

1 - 3 are spawned west of town, 4 - 6 in SW corner.

There is an interesting problem with those that spawn west of town. The third unit in the sequence, US Cav Officer, is never spawned. There is nothing wrong with EVENTS.

When I interchanged the positions of 2 and 3, the Cav Mounted in position 3 did not spawn.

When the sequence in the EVENTS file was changed to

4. Infantry
5. Cav Mounted
6. Cav Officer
1. Infantry
2. Cav Mounted
3. Cav Officer

then 6. Cav Officer was not spawned.

Never did figure out what was going on except that barbarian units may be given the number of turns they will live at the time they are created, and the third unit created is assigned 0.

In any event, only 2 units are spawned every 20 turns west of town. They will not pose much of a problem. There are enough defenders to overwhelm them.

quote:
Originally posted by Harry Tuttle
I think I will have them pop up on another part of the map. To many people are bribing them early on.

There really aren't that many around. At turn 30, I have a Cav Mounted and at turn ~100, Cyrion has a Cav Mounted and an Inf. Before changing anything, perhaps we should see how bad they really are.

I'm going to change Events so that they are spawned as Sioux units to see what will happen.

Harry Tuttle is offline Harry Tuttle

Prince
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Mar 2003
time: 00:16
  Old Post 23-10-2004 05:58
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@Agricola: Looked at the techs you mentioned. Rifle posts should be a prereq for Gunfire Cover. Gunfire Cover should give you the ability to build fortresses. I switched up the order. It will be fixed in the upload.

As for Seargander Cunning, that should be cut off from the tech tree. It was originally a prereq for Saloon Snitch (Marco Polo), but that would have given the Golden Nugget the ability to steal some techs I didn't want stolen. I think I could reinstate it, as a bonus to the Golden Nugget, but I'll have to see what the repercussions are.

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  Old Post 23-10-2004 06:18
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Just confirmed most of the bribe formula. Distance and govt have nothing to do with the amount. I'll see if city ownership has anything to do with it. EDIT: Nope!

EDIT: Someone give me the following so I can see if it's uniform:

1) Sioux bank amount

2) Pioneer cost

Ok, another edit. Apparently unit cost plays a bigger role. Hold on, let me do a few tests....


EDIT: Correct formula shown in above post. The correct formula is essentially: EDIT: SEE Below

EDIT AGAIN: Crap, just forget the formula. I need to do more testing.........

Last edited by Harry Tuttle on 23-10-2004 at 07:14

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 23-10-2004 07:12
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Ok, I think I got it this time:

bribe amount = x((a*z*y)+41)

-> if Sioux Treasury less than or equal to $30,000 then:

bribe amount = x((a*z*y)+41)

-> if Sioux Treasury greater than $30,000 then:

bribe amount = $1708

x = unit cost
y = settler flag (y=1 when unit not settler, y=2 if unit settler)
z = 13.89159
b = Sioux treasury
a = b/500

Now this is just for the Sioux. I tried it on a 5 star whore and I got different numbers. I think tech might have something to do with it. Maybe the number of cities...

Attachment: bribe schedule.xls
This has been downloaded 0 time(s).

Last edited by Harry Tuttle on 23-10-2004 at 07:18

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 23-10-2004 07:18
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IIRC, distance from capital does affect brbe cost, but only from 1-15 tiles away from the capital. (further away is the same as the 15th tile).

It was long ago and my memory could be failing me, though.

 
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