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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Scenario League / Civ2-Creation > Exploiting the musketeer and knight slot feature
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:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:35
  Old Post 22-04-2005 07:57 Visit :) Smiley's homepage!
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Exploiting the musketeer and knight slot feature Remove this text

Now in the past we've thought of the Musketeer slot and Gunpowder, as well as the Knight slot as something to avoid, as it makes all units with weaker stats and the same move point go obsolete.

Here however, I'm thinking of using it as a feature to prevent one civ from building certain units.

My question is how exactly do the mechanics of this work?

From Sleague:
quote:
The game will not let any nation (computer- or player-controlled) build any unit other than the one in the musketeer slot if it can be built or if a nation controls just one such unit! This affects all ground units wherever they reside in units.txt, and regardless of their scenario roles. It's best to use this slot for units only available to barbarians so the problem does not occur. Note: This is 'version dependent' - in that some versions of Civ2 will allow the 'earlier' slots to be active even though the musketeer slot is open to the building schedule. The bottom line - handle with care.


The computer does a similar analysis with the knight unit slot and all units with movement allowances greater than one (anything from horsemen to crusaders, plus any earlier unit with the same movement allowance). A designer must be careful to have a unit with the lowest defense value here if there are earlier units being built.


From Poly forum
quote:

The rule is that when the tech in the gunpowder slot is discovered all units become obsolete that have a role of 1 and a defense less than the unit in the Mustketeer slot, regardless of whether the unit in the musketeer slot is buildable nor not.


From Civfan
quote:

Gun Powder
Gun Powder is the trigger advance which disallows the construction of units with the same role as the unit in the musketeer slot and with inferior attack/defence factors than the musketeer unit. I strongly suggest you either do not use the gun powder tech or do not use the musketeer unit slot. (the Knight slot has a similar effect but I have not been able to isolate the trigger advance).


Or is this more trouble than its worth, and I ought to just use the "Reverse obsolescence technology" method where Civ A gets the tech that makes Civ B's units obsolete?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:35
  Old Post 22-04-2005 20:10 Visit techumseh's homepage!
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Help yourself to an AD-FREE life

My understanding is that once the unit in that slot becomes buildable for a particular civ, the units of the same type to the left of the slot become unbuildable for that civ. I don't know what factors determine "of the same type". I assume it's the role and/or the movement.

I think the idea has merit.

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:35
  Old Post 23-04-2005 07:53 Visit :) Smiley's homepage!
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Remove this text

In that case, looks like it's time for some experimentation.

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:35
  Old Post 23-04-2005 23:49 Visit :) Smiley's homepage!
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Got spare money?

Test results:
First run rules.txt

code:
Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000 Phalanx, Feu, 0, 1.,0, 1a,4d, 1h,1f, 2,0, 1, nil, 000000000000000 Archers, Gun, 0, 1.,0, 3a,3d, 1h,1f, 3,0, 1, nil, 000000000000000 Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, nil, 000000000000000 Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, nil, 000010000000000 Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000 Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, nil, 000100000000000 Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, nil, 000001000000010 Alpine Troops,nil, 0, 1.,0, 5a,2d, 2h,1f, 5,0, 1, nil, 000001000000000 Riflemen, nil, 0, 1.,0, 2a,4d, 2h,1f, 4,0, 1, nil, 000000000000000

Phalanx, Partisans, and Riflemen are buildable, as all have defense values set > 3.

Test #2.
code:
Archers, nil, 0, 1.,0, 2a,3d, 1h,1f, 3,0, 1, nil, 000000000000000 Legion, nil, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 0, nil, 000000000000000 Pikemen, nil, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 0, nil, 000010000000000

Defense = 3 also works. Lower defense values are OK as long as unit role is set to something other than defense. In this case, they have been set to Attack.

Some other tests and observations: Musketeer obsolescence is actually Gunpowder obsolescence. By setting the Musketeer tech to nil, and not giving gunpowder, it's possible to build both Warriors and Musketeers.

Conversely, by setting musketeers to some other tech, and giving gunpowder, neither can be built. The stats against which weak units are made obsolete, however, are that of the Musketeer.

Other observations: Upping the unit speed does not circumvent this forced obsolescence.

In summary, the following AND conditions trigger obsolescence:
Player has Gunpowder tech
AI Role = 1 (Defense)
Defense < Musketeer

Note: Attack values and movement speeds are not considered.


------

and now, onto the Knight.

This one appears slot dependent, as I've taken all techs.

code:
Horsemen, nil, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 1, nil, 000000000000000 Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, nil, 000000000000000 Elephant, MT, 0, 2.,0, 6a,1d, 1h,1f, 4,0, 0, nil, 000000000000000 Crusaders, Ldr, 0, 2.,0, 3a,3d, 1h,1f, 4,0, 0, nil, 000000000000000 Knights, Ldr, 0, 2.,0, 5a,3d, 1h,1f, 4,0, 0, nil, 000000000000000 Dragoons, Tac, 0, 2.,0, 4a,3d, 1h,1f, 5,0, 0, nil, 000000000000000 Cavalry, Mob, 0, 2.,0, 5a,1d, 1h,1f, 6,0, 0, nil, 000000000000000 Armor, nil, 0, 3.,0, 2a,2d, 3h,1f, 8,0, 0, nil, 000000000000000 Catapult, Met, 0, 2.,0, 2a,4d, 1h,1f, 4,0, 0, nil, 000000000000000

Horsemen= buildable since role is set to Defense. Note that they became obsolete when gunpowder was given since their defense is less than that of the Musketeer.
Chariot= not buildable, since both attack and defense < Knight
Elephant= buildable, since attack > Knight even though defense is less.
Crusaders, Dragoons, Catapult= buildable, since defense = Knight
Cavalry= not buildable, since defense < knight and attack is not better.
Armor= buildable, since speed is not equal to 2

So what we have here is a series of AND gates for a unit to be obsolete: They are:
Defense < Knight
Attack NOT > Knight
Speed = 2
AI Role = 0 (attack)


Now the question is, will the AI attack with units that have a role of Defense if the ADM stats are clearly for offense?

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:35
  Old Post 23-04-2005 23:49 Visit :) Smiley's homepage!
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Support Apolyton, buy Civilization: The Boardgame

Double Post

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:35
  Old Post 24-04-2005 05:40
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

1)

What happens if you change the role for Musketeers / Knights?

2)

I don't think the AI will send units roled as defense to attack, but it will probably use them to attack units adjacent to their cities rather than defend and probably be massacred...

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