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ariano_paluda
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Haderslev, denmark
Feb 2003 time: 05:18
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Hey there
Back when i played civ2 the "we love the ? day" had some very specific results: under a monarchy, your roads would yield another trade arrow, under a repuplic, corruption would be eliminated, and under a democracy (typo?) your cities would grow one "Level" every turn, until they didn't have enough food to do so.
But in civ3 i'm a little confused as to what the effect really is??? anyone??
oh, and another thing. The civilopedia mentions that your armies will be better fighters after the contruction of millitary academy. In what way???
AP
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-SafaN-
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I think the only result is that corruption on shields (and shields alone) is reduced.
Greetz
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ariano_paluda
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Haderslev, denmark
Feb 2003 time: 05:18
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Thank you guys :-)
AP
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gunkulator
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FYI: Armies also have a defense bonus calculated the same way, but with the units' defense value.
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Vince278
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I think I liked the old way better.
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Dry
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Brussels
Sep 2000 time: 06:18
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quote: Originally posted by ariano_paluda
Back when i played civ2 the "we love the ? day" had some very specific results: under a monarchy, your roads would yield another trade arrow, under a repuplic, corruption would be eliminated, and under a democracy (typo?) your cities would grow one "Level" every turn, until they didn't have enough food to do so. |
To be more precise, the effect of WLTKD in civ2 was to bring your city production (food/shield/trade) as if under the next above government. I don't remember corruption being affected by WLTKD.
WLTKD in Despotism (the city where you build the HG, f.i.) let your city produce as under Monarchy: no penalty for 3+ prod, but no extra trade arrow.
Monarchy, Fanatism & Communism, as in Republic: the extra trade arrow.
Republic... not sure. Prod is same as under Democracy, so I think it's also +1 size / turn.
Democracy, as you said, +1 size / turn.
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gunkulator
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WLT_D for dem/rep was a Civ2 exploit. It gave you too much power too fast. The human player would simply jack up luxuries to the max for a few turns and viola! Instant growth. Yes, the AI could grow too but it tended to be happenstance. They'd never max out the luxury rate like the human would.
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ariano_paluda
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Haderslev, denmark
Feb 2003 time: 05:18
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That makes sense...maybe it was because of that little trick that i kept winning back in the old civ2 days :-) If i get a little depressed over losing at monarch, i'll just switch on my old pentium 133 and play civ2 for a while ;-)
wrt to that army again...where is it those numbers come from??? those three 6?? it's one for each unit, that's obvious, but why 6. And the attack bonus is it simply added to the units attack strength? or how is it working?? because if thats the case, a mere warrior could be awesome in an army...ancient army that is..
have a nice weekend
AP
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Prot
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Valetta, Malta
Jan 2004 time: 05:18
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Besides reducing waste it also halves the chance of that city culture flipping to another civilization.
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Remulak
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I find it very difficult to win without armies. I am playing at Emperor level and just won playing the Ottomans. The Sipahi armies are just overwhelming. They can even take out fortified infantry. I wonder why the AI doesn't use armies. Does it at higher levels? I have played very few games in which the AI uses armies even though I know that they got MGLs.
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gunkulator
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quote: Originally posted by ariano_paluda
the main thing for democacy was the fact that you didn't experience corruption, and when you have WLTKD in a republic city your corruption was eliminated. It's 6 months since i last played civ2, but i'm pretty sure i'm right here..
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Nope. WLTKD did not affect corruption or waste in Civ2, whereas in Civ3, WLTKD affects only waste.
quote:
armies (once more)
if i'm understand you correctly, this means that the "formula" would be something like this:
(a+a+a)/a=x , where a is the attack strength of a given unit, and x is the bonus?
then when you get millitary academy the a you divide with is reduced by one third??
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No again. The army formula for the attack/defense bonus is:
Sum of all units' attack/defense strengths in the army divided by either 6 (no Military Academy) or 4 (with Military Academy).
quote: how often do you get a MGL when you're millitaristic (statistically??)
AP |
This is totally dependent on how much fighting you do. Only elite units winning a battle have a chance to generate an MGL and you can only get elite units by having a veteran win in battle. Militaristic civs promote units more often then non-mil civs, but this has no effect on MGL generation. The odds of getting an MGL from a victorious elite attack are 1 in 16 without the Heroic Epic and 1 in 12 with the Heroic Epic. I believe the odds are halved if the elite unit wins a defensive battle (1 in 32 and 1 in 24).
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Dry
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Brussels
Sep 2000 time: 06:18
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quote: Originally posted by ariano_paluda
(a+a+a)/a=x , where a is the attack strength of a given unit, and x is the bonus?
then when you get millitary academy the a you divide with is reduced by one third??
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It is as Vmxa1 & Gunk explained, but maybe some examples make it more clear:
No Academy, an army of:
1 Knight:
att: 4 + (4)/6 = 4.6667, and 4 hit points (veteran)
def: 3 + (3)/6 = 3.5
2 Med Infs:
att: 4 + (4+4)/6 = 5.3333, and 8 hit points
def: 2 + (2+2)/6 = 2.6667
3 swordmen:
att: 3 + (3+3+3)/6 = 4.5, and 12 hit points
def: 2 + (2+2+2) = 3
Academy:
2 Sipahi:
att: 8 + (8+8)/4 = 12
4 tanks:
att: 16 + (16+16+16+16)/4 = 32
EDIT: def of MI is 2, not 3, iirc
Last edited by Dry on 01-12-2004 at 16:49
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