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StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 18-07-2001 18:54
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Science Victory and Questions Enter the AD-FREE zone

quote:
Originally posted by WesW
I have re-named the Arcologies advance Mega-construction, to avoid confusion in the future.


Thanks, Wes.

quote:
Originally posted by WesW
I am going to go in and reduce the cost of the post-Industrial age advances by about 33% to 50%, and see if this does not solve the timeline problem once and for all.


I'm now at 2251 A.D. The past 50 turns have been incredibly different (much faster progression) from the preceding 800 (or thereabouts). With at least 15,000 production points per turn, I can turn out 5 obelisks per turn. My top cities can produce a satellite every two turns and a computer core every 3 or 4. I've created sea cities, bringing my total number of cities up to 50. The negative happiness effect from going over the 45-cities limit is minor (-1), to say the least.

There is no question but that I will be able to gain the Science Victory. I could have done so already, during these past 50 years, but my love of empire building and the fun I'm having watching the other civs fighting each other (now that I can see everything that goes on because of the Globesat Wonder) has made me delay the ending of this, my very first game of CTP.

It's so cute watching those troops march around. It's only since getting the Globesat that I've been able to see them fighting. No wonder so many of you enjoy the military aspects of this game! I love the little sounds of war, too -- the "booms" and "cries." I imagine that it all gets pretty old after a number of games, but for the moment it's really fun watching all this action.

WES, with your reductions to the cost of post-Industrial Age Advances, a player may be able to gain the Science Victory by 2200 A.D. I don't know at which level, though. What I see you doing is making it possible for those of us who enjoy aiming for the Science Victory to play at a more difficult level and thus enjoy better (fiercer?) competition from the AI civs -- which is certainly all right with me!

At Medium Level, the AI Civs are real duds at fighting one another. The Arabs keep moving their troops back and forth from one end of their empire to the other, instead of focusing on conquering the one Native American city that's at the south end of their empire And the Native Americans have never, to my knowledge, sent any reinforcements to that one, isolated city of theirs on the Arab continent. Of course, the NA's are busy fighting every other AI Civ, too (the English and the Scots -- who are to their north).

The English and the Scots are the most fun to watch. They have built cities on each other's continent. This one city must have changed hands about five or six times in the last 50 turns.

None of the AIs have discovered Flight yet, so they are limited to land and sea. Their ability to fight sea battles, however, is horrendous! They keep passing each other with their ships without stopping to fight. They have Galleons, Ironclads, and Troop Ships. They're about at the beginning of the Modern Age in development.

Two military questions: What does it mean when a (Scot) partisan approaches an (English) city (that the English have just taken from the Scots) and then a red STOP icon (a circle with a line drawn through it) appears over the city? And what does it mean when an enemy troop (soldier, etc.) arrives next to a city and a crossed trumpets icon with a white flag appears above the city?

Final question: I would really like to play the game with the map as a virtual globe (with no top/bottom borders). Is there some adjustment I can make to MM2 so that this original feature of CTP2 is available again?

Mister Pleasant
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Not Yet
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  Old Post 18-07-2001 19:58
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Stargazer, no top or bottom borders is a torus, not a sphere. You know, a torus, like a big donut. (Mmmmm, donut!)

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 18-07-2001 20:10 Visit WesW's homepage!
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UPDATE ALERT ! Put an end to popups!

New text update posted. I did not realize that it had been three weeks since the last update. Anyway, this one is pretty big.
It contains the fixes to the Cruise Missile and Arcologies advance as well as the 40% reduction in advance costs for the last three eras. The changes to wonder effects mentioned previously is in there. Dale's personality changing code and diplomatic leader pics are included, plus I also added a soundfix by Martin which adds sounds when you place tile improvements.

I think that is everything. You will need to use modswapper to update the GL, and reload slic if you continue a previous game. I would recommend starting new ones, however, to fully evaluate the personality changing code.

Because of the new leader pics, this update is much larger than usual. I will leave this up for a few days to let you guys get it and evaluate it, then I am going to remove the pics from the update and post them in an updated pics-n-vids component. The new text component will be the other half of the 1.1 public release. If you get this update, you will not need to get the new 1.1 pictures component.

Gazer, I think the stop icon with the Partisan means that the AI was attempting to do something it was not allowed to do. I do not know what this would be. I think the trumpet and flag occurs when a unit pillages.

I think you can use the donut world option in the start game menu to get the world you describe. You can choose this without affecting the mod.

Cube, I decided to keep those two improvements acitve mainly because you need them. Also, their effects do not increase along with city size like the other improvements I obsoleted. The main reason I obsoleted buildings was because the early ones became such a bargain by the time cities were large that it made the newer, more expensive ones largely unnecessary.
In the case of the Theater and Arena, they are still used by people who attend plays or operas, and arenas are usually part of civic centers here in the US. (I thought seriously about having a Civic Center improvement instead of one of the current choices.)

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
  Old Post 18-07-2001 22:42 Visit Martin Gühmann's homepage!
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quote:
Dale's [...] diplomatic leader pics are included


Wes I guess these are the same leader pics as you can find in the ApolytonPack. And I guess you didn't rename them. Therefore I will wait with the download until you replace this update by a text file only version, because I have the leader pics allready no need to download them twice. So correct me if I am wrong the only new graphics in this update are Dale's leader pics.

-Martin

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 18-07-2001 23:41 Visit Jules's homepage!
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Civic Center improvement Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by WesW
In the case of the Theater and Arena, they are still used by people who attend plays or operas, and arenas are usually part of civic centers here in the US. (I thought seriously about having a Civic Center improvement instead of one of the current choices.)


That sounds like a great idea actually, especially if people are unhappy with having Arenas and Theaters around for the full game. You could pick some modern age or later advance that makes these two obsolete at the same time, then have a Civic Center building which gives +4 happiness (Arena + Theater). Since a Theater is only required for Arena, and nothing requires Arena, you wouldn't have to worry about losing the ability to build other needed improvements.

On a related note, I have written code to implement the bonus food advances Germ Theory and Immunization. All I did was create two improvements with the same name as the advance that gives them, using the same icons as their advance. When you get the advance, SLIC puts the building in all your cities. Each gives 10% food. When you discover Contraception they're automatically destroyed. Perhaps this could be changed so that the civ has to have both Contraception and Equal Rights (career women having fewer babies) before the benefits are taken away. That way the population boom could last a bit longer. Just a suggestion.

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 20-07-2001 15:50
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Upgrading from June to July 18th MM2 Increase Your PM Length

WES (or anybody who knows ) --

What are the steps for upgrading from your June MM2 to the July 18th MM2?

Before unzipping the 7/18 update, do I have to delete the current June MM2 gamefile, newsprite, and GL files and rename (by removing the ORIG- prefix) the three ORIG-*.TXT files that Modswapper named? Or will the 7/18 update simply overwrite the three files correctly?

I don't plan to replay my current game. I'll just start a new one after I've installed your 7/18 update. Thanks!

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 20-07-2001 16:35 Visit Martin Gühmann's homepage!
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Avatar Enlargement: We've got the solution

StarGazer the steps to update your Med Pack version is to unzip the file as the original text file, run ModSwapper again and select the MedPack again.

-Martin

Apollon is offline Apollon
Chieftain
Stockholm, Sweden
Nov 2000
time: 05:14
  Old Post 20-07-2001 20:10 Visit Apollon's homepage!
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Rather perculiar thing about (very) early game. Support Apolyton, buy Civilization III: Complete

Well, I just started a new game with the July update. Imagine my suprise when I got a visit from a noble after 15 turns. The suprising thing ain't the noble... it's that his civ was on the other side of the world and he seems to have morphed to my capital, established an embassy and then gotten deleted. After another 10 turns or so, another civ from the other side of the world does the same thing. Now, I ain't got anything against it, just wondering if it's a bug or intentional?
Below is a pic of my map at the first encounted. The ones I got visited by are at the bottom.

Attachment: morphing nobles.bmp
This has been downloaded 43 time(s).

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 20-07-2001 20:26 Visit Immortal Wombat's homepage!
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Increase the size of your Attachments

Its a diplomod function that establishes embassies between AI civs I think. But why you are getting it I don't know. As far as I know, it is not intended for the human player...

Apollon is offline Apollon
Chieftain
Stockholm, Sweden
Nov 2000
time: 05:14
  Old Post 20-07-2001 21:46 Visit Apollon's homepage!
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I've had 3 more of the nobles coming and visit me now

Another little annoyance are the messages they keep sending me,
"Stop research this, stop research that" - up yours

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:14
  Old Post 20-07-2001 23:21
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Re: Rather perculiar thing about (very) early game. Increase Your PM Length

quote:
Originally posted by Apollon
Well, I just started a new game with the July update. Imagine my suprise when I got a visit from a noble after 15 turns. The suprising thing ain't the noble... it's that his civ was on the other side of the world and he seems to have morphed to my capital, established an embassy and then gotten deleted. After another 10 turns or so, another civ from the other side of the world does the same thing. Now, I ain't got anything against it, just wondering if it's a bug or intentional?
Below is a pic of my map at the first encounted. The ones I got visited by are at the bottom.


Apollon i am getting this ghost nobles too. But i thoutgh they were re-stablishing a embassy after a period of war. But i always wondered why i did never got my old embassies re-stablished too. Just the AI used too.

Hey wes i think one out of six to get a Elite unit is a too remote chance. How do i make it easier to get.

code:
(Random(6) == 0))


Do i just change the number 6 to a smaller one with all units?

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Thumbs up  Old Post 21-07-2001 01:01
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#282 Report this post to a moderator
Science Victory! Support Apolyton buy from Amazon

THAT was a long game, but fun! 877 turns. Ended in 2297 A.D. The Gaia Controller ends pollution world-wide -- nice little video clip to celebrate that. I continued the game to see what things looked like without pollution, but the pollution was still there.

Now on to my second game -- with Wes's July 18th MM2 update.

OK, OK, so it's a torus. I was never very good at math, and that's no bull!

Mister Pleasant
Guest

Not Yet
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  Old Post 21-07-2001 02:53
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Put an end to popups!

Hey Wes, I've got a suggestion regarding ecotopian personalities. Populist zealots tend to use whatever the rage of the age is to rouse the rabble. Given that ecotopians get stuck in theocracy until someone gives them Mass Media (at which point they merely get stuck in Fundamentalism) and that Abs. Mon. comes too close on the heels of theocracy, I make the following recomendation. Make socialism easier to get and tell ecotopians to use communism. During the renaissance, zealots motivate the proles with God, during the industrial age they rely on dialectic materialism. With Mass Media they return to God, and with naturalism, God becomes Gaia. Makes perfect sense. I don't know how succesful the personality switching code is, but even if it works well, a high minded scientist in the industrial age may become a populist zealot and BAMN! Suddenly he or she switches to theocracy - the industrial age equivalent of putting a sign on your ass that reads 'kick me'. Bad, very bad. Let'em be commies. Also, the communism thing works OK (I've set mine up that way) once they get to socialism (usually I have to give this to them also but at least it comes quicker than mass media).

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 21-07-2001 22:48
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Why Can't I Delete My Posts? Support Apolyton, buy Civilization 2

What do I have to do in order to be able to delete posts in which I have asked questions to which I have discovered the answers and therefore which no longer need to remain posted?

Every time I try to delete one of my own posts, I am blocked from doing so.:banned:

Last edited by StarGazer on 22-07-2001 at 16:55

Starfighter08 is offline Starfighter08
Chieftain
Switzerland
Nov 2000
time: 05:14
  Old Post 22-07-2001 22:12
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Get a bigger avatar today!

Following happened: I discovered public education which renders academy obsolete but I hadn't built publishing houses before this happened. So I was no longer able to build them, and of course public schools need them too. I would recommend to change the prerequisite-building of "Publishing House" from academy to university.

Btw Wes the link to the "large civ download" seems to be dead.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
  Old Post 22-07-2001 22:37 Visit Martin Gühmann's homepage!
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Re: Why Can't I Delete My Posts? Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by StarGazer
What do I have to do in order to be able to delete posts in which I have asked questions to which I have discovered the answers and therefore which no longer need to remain posted?

Every time I try to delete one of my own posts, I am blocked from doing so.:banned:


StarGazer only forum administrators and moderators are able to delete posts. But maybe other people have the same question in their mind they will get the answer here that you a have already discovered. And for these people your question need to remain posted. Otherwise we could delete every thread which is dead.

-Martin

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 22-07-2001 23:02 Visit WesW's homepage!
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Support Apolyton

Thanks for the heads-up on the large civs, Starfighter. I had wondered why there had been no comments on it. The link now works.
I have also changed the Public School preq. I tried to be sure and not have any obseleting buildings as preqs, but I obviously missed one here.

Mister, I have changed the Ecotopian gov't to Communism. It is a pretty good fit. At least it should be available a hundred turns or so before Fundamentalism.

Pedrunn, you are right about the random setting. I have thought about changing it to 5, too. What do the rest of you think?

I sent an email to Dale informing him of your embassy reports. Hopefully he will see it when he gets to work in a few hours.

Apollon is offline Apollon
Chieftain
Stockholm, Sweden
Nov 2000
time: 05:14
  Old Post 23-07-2001 05:32 Visit Apollon's homepage!
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Support Apolyton buy from Amazon

Well, I'm well on with my game now. 1800AD and ticking... I noticed some things, mostly good, for me, but not very good for the AI.
1: With the new decrease in research costs in the later stages, I manage to be ahead of the chart almost all the time. Playing on Impossible with 8 civs on a 98 x 196 "gigantic" map, as usual. Before, I've had enuff problems keeping up with the AI's in science. Now, I'm waaaaaay ahead of them and I can't really say that my empire is that much better than it usually are. Sure, I manage mostly without bigger problems there. But now it wasn't that fun seeing the AI getting left behind.

Some good updates on the AI:
They build cities like rabbits multiply i.e, enuff.
Also noticed they changed "policies" during game, haven't noticed many side-effects of that so far.

Time to go to bed, 2:30 am at the moment.

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Post  Old Post 23-07-2001 14:24
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Got spare money?

quote:
Originally posted by WesW
I have also changed the Public School preq. I tried to be sure and not have any obseleting buildings as preqs, but I obviously missed one here.


WES, did you make that change in the July 18th update, or is there an even more recent update?

quote:
Originally posted by WesW
Pedrunn, you are right about the random setting. I have thought about changing it to 5, too. What do the rest of you think?


Although I've played only two games so far, I think 6 is OK. I've gotten elite units in both my games. If you change it to 5, that includes the AIs, and in the two games I have played, they have certainly gotten their fair share of EUs! But then, two games is not what I would call a "fair sampling" statistically.

quote:
Originally posted by WesW
I sent an email to Dale informing him of your embassy reports. Hopefully he will see it when he gets to work in a few hours.


Yes, I'd like to know this, too, since all of a sudden, on TURN 40, an English noble appeared next to my capital city, established an embassy, and disappeared. And my civ hadn't even made contact with the Brits yet. But then, perhaps it was the noble himself who made "first contact."

Der PH is offline Der PH
Warlord
Aachen, Germany, Old Europe, Axis of Evil
Jul 2001
time: 06:14
  Old Post 23-07-2001 15:06
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MM2 update Support Apolyton, buy Civilization: The Boardgame

In my actual game (impossible, max. barbarians, huge map, 21 civs) sometime before the discovery of ocean faring I traded maps with a neighbouring civ.
The map I got included information about a continent with three civs on it, which was completely isolated from the rest of the world and had no connection to it on the map, which would indicate the use of some early ocean faring elite-ships.
I guess the map came to my neighbour with one of the 'teleporting nobles', which I saw several times appearing at my own capital.
Not a severe bug I think, but it didn't happen before the update.

Another thing I mentioned:
Shortly after the discovery of public education I built a school in one of my biggest cities (size 19). I checked out the science output before and after the completion of the building and saw that it had decreased!
By lowering the upkeep cost for the school from 16 to 6 in the MM2_buildings.txt I achieved a slight increase in science, but surely less than the promised 60 %.
This experience made me have a closer look at the gold and science ratings, but I didn't understand completely, how they come about.

Can anybody tell me, how this ratings are calculated and in which order wages, buildings like the bazaar and the academy, governmental influences and all the other things are taken into account?

Starfighter08 is offline Starfighter08
Chieftain
Switzerland
Nov 2000
time: 05:14
  Old Post 23-07-2001 19:41
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Talking about the large civs addition. Is capitol distance unhappyness reduced (readme doesn't seem to mention it) too? I ask because I have cities on the other side of the world which keep rioting.

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 24-07-2001 04:40
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Suffering from ads?

Geez, can't get you guys happy can I? You want AI's making embassies and swapping maps, so I do it. Now ya want them not to do it......

I'm still working on it guys. Wait on it.

Walco is offline Walco
Settler
Australia
Jul 2001
time: 15:14
Lightbulb  Old Post 24-07-2001 09:08
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Tired of ads?

Hello everyone this is my first post. I have all the MODS and they installed without trouble ,the second try. I read most of the preceding posts yet did not see this BUG .If it is indeed a BUG.

Playing on Hard ,Im still learning.With 8 civs and the Gigantic map.With marauders as the Barbs. At about 1800 in every game ive tried so far .About 6 games in all. For no reason I can explain . ONE and only ONE of my trade routs deletes.If I restart it ,deletes again.Each turn I have to restart the rout and each turn I have one less caravan to do so .As one dies at the same time.

No matter how long I do this .The same thing occurs ONLY with one rout though. Does anyone know what might be going on here. .


Thanks.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 25-07-2001 02:03 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Support Apolyton or Terrorists Win

Update on my work: I've been busy with all sorts of non-SLIC stuff in the last week or so but still found a fair amount of time to code. The pirate trigger is progressing only very slowly. I'm still having trouble getting units to board the ships. I may have found a solution though, but it will be fairly complicated to code (don't worry, the strain on resources should be minimal) so that will probably take at least another week or so to finish.
In the meantime I also coded the terrain dependent elite unit code, which went a lot smoother: finished it in a single evening (the code was surprisingly simple to make). I still have to test it though, a preliminary test showed that is still has at least 1 bug but I don't know yet how serious it is (could be fixable in less than 5 minutes, could also take weeks).

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 25-07-2001 04:58
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Put an end to popups!

Here's my update on what I'm doing.......

Nobles: I've been trying to sort out this thing with the "morphing nobles" as they are being called. They are actually deliberate because the only way I could find to establish an embassy was to create a noble and give it the order, then disband it. The idea was to get the AI making embassies. Anyways, the bug is that it's occuring too early. That's the point I'm working on.

City-expansion: Unfortunately due to doing the Apolyton Pack and working on the Nobles bug I haven't even had a chance to look at this one. But I do have some ideas on it.

ENGINEER is offline ENGINEER
Chieftain
Dallas, TX USA
Nov 2000
time: 01:44
  Old Post 25-07-2001 06:40
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Got spare money?

Dale & Locutus,

Keep up the good work and thanks for the update. I been following the mod for a while, but could you explain exactly what the you want the Pirates code (Locutus) to do and the same with city expansion code (Dale)? Also might help new people.

Walco,

Are the trade routes with other nations? They could be a trade embargo against you. I think others discussed this before so it might be a bug, but I believe it was the embargo thing.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 25-07-2001 11:40 Visit WesW's homepage!
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Support Apolyton, buy Civilization: The Boardgame

Jason, the pirate code will be like that in civ2. Pirates will form like barbarians to raid your shorelines and land troops to attack your cities.
The expansion code will add a city tile next to existing cities when they reach certian sizes (generally when their borders expand). The tile underneath the new "suburb" will have no value, like a dead tile. This will be the price you pay to house your growing population. You will also in effect lose the production of the worker assigned to this square. I envision that worker as a city employee working to keep the city running (trash collection, maintenance, police, city hall, etc.)

Walco, that is a game bug you are experiencing. It deletes your last trade route each time you reload the game.

Apollon, you need to use the Large civs version, which is designed to help keep you from getting ahead in the timeline. I do not see how the new reduced advance costs would hurt the AIs performance. I think you may have some weak AI civs in this game.

PH, as for the School, building upkeep is taken out of commerce, along with wages, and what is left over is divided into science and gold dependent upon your slider settings. If your city does not have a lot of commerce left to convert into science, then the School upkeep may be negating the effects of the building. You need to build more commerce TIs, or else switch into a government which has a higher commerce rating.

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Post  Old Post 25-07-2001 20:08
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#298 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Walco
At about 1800 in every game ive tried so far .About 6 games in all. For no reason I can explain . ONE and only ONE of my trade routs deletes.If I restart it ,deletes again.Each turn I have to restart the rout and each turn I have one less caravan to do so .As one dies at the same time.

No matter how long I do this .The same thing occurs ONLY with one rout though. Does anyone know what might be going on here. .


I don't know if this fits your situation, but I'll offer my experience in case it helps.

I've found that when my civ gets, in the opinion of the other civs, far too powerful (or wealthy), they begin silently (i.e., without notifying me) to cancel my trade routes with them.

Each civ does it in its own way. Some cancel all their routes at once (the Native Americans seem the most prone to do this); some cancel only a few; etc. The first time this happened, I kept re-establishing the routes with the same civs, only to find the routes cancelled again on the next turn. Finally, I got so disgusted at losing one caravan for each route every turn, I switched all my trade to my own civ. Reduced income, but far less frustrating.

Apollon is offline Apollon
Chieftain
Stockholm, Sweden
Nov 2000
time: 05:14
  Old Post 25-07-2001 21:29 Visit Apollon's homepage!
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Tired of ads?

Wes: Do you update the Large Civs version each time you release the other text update? Because I chose to use the normal version due to the fact that I didn't know if you updated them both. Mayby you should add a "update date" as with the txt file?

Bluevoss is offline Bluevoss
Prince
Orlando, Florida
Dec 2000
time: 05:14
  Old Post 25-07-2001 21:49
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Wes,

This trade bug - the one that deletes a route every time you reload, can this be fixed? If not, is there a way that the player can be "given" enough caravans so that he can reestablish the route?

 
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