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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Difficulty levels and goody huts
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TheRealMVP is offline TheRealMVP
Settler
Colorado
Dec 2000
time: 05:36
  Old Post 03-04-2005 19:58
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Difficulty levels and goody huts Got spare money?

I have a couple of questions about an edited Conquests game I've been working on. I created a super-civ which has all the traits, and tried it out on a modified monarch-level. Now, I've re-added the original monarch level with its original settings at the end of the difficulty-level list, and am trying a new game. Preserve random seed is not set, but all goody huts are producing are maps or warriors. During game startup the new level appears at the far right and has the "(hardest)" label which is usually under Sid level.

Q: what determines the appearance of goody huts - I can't find anything in the editor

Q: do the difficulty levels have any effect on what the goody huts produce (ie, is the monarch level I've added really using Sid-type settings)

Thanks!
M

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 03-04-2005 21:20
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Expansion trait has an impact on huts. Level does not determine how many, but does affect what can be gotten.

Attachment: goody_huts.jpg
This has been downloaded 25 time(s).

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:36
  Old Post 03-04-2005 21:23
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So you see an non expansion civ gets maps/gold/warrior only. So if you were to have all traits, you should get the deity level stuff.

TheRealMVP is offline TheRealMVP
Settler
Colorado
Dec 2000
time: 05:36
  Old Post 04-04-2005 20:09
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For further experimentation, I reset the default monarch level to it's usual settings and tried a new game with my super-civ: the first goody hut I hit gave a tech advance.

Conclusion: adding a new difficulty level a) is at the end of the difficulty level dropdown in the editor, b) does get the "hardest" level, and c) this has an impact on what the huts will produce *regardless of any other settings used to create the difficulty level*. This seems to be a bug with the editor, since I can't find any way to position the new difficulty level within the list of levels.

Also, the harder the level, the fewer things one should expect from huts. I'd still be interested in how/what controls now many huts there are on a map and whether this can be changed.

M

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:36
  Old Post 07-04-2005 09:29
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Re: Difficulty levels and goody huts Support Apolyton buy from Amazon

quote:
Originally posted by TheRealMVP


Q: what determines the appearance of goody huts - I can't find anything in the editor


It's tied to the Barbarian setting on the screen where you selct what civ you want to play. I think the only options you have though are Barbarians off = no Goody Huts, and all the rest. I don't think you get more Goody Huts if you have Barbarians = Raging, though I could be wrong.

quote:
Q: do the difficulty levels have any effect on what the goody huts produce (ie, is the monarch level I've added really using Sid-type settings)


No, the only thing that makes any difference is whether you're an Expansionist civ or not.

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