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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by GP
slow do you finally agree that communism lets loose the evil of partisans. |
GP, you pushed me to testing:
I think 4 techs affect partisans: Guerilla, Communism, Gunpowder and Conscription. Both starlifter and thoddy have probably errors in their results.
I will define the term city level:
city size 4-11: level 1
city size 12-19: level 2
city size 20-27: level 3
etc.
shortcuts from rules.txt:
Communism=Cmn, Conscription=Csc, Guerrilla Warfare=Gue, Gunpowder=Gun
My test:
MGE, cheat mode, city of level 6 (size 44), both civs under monarchy
attacker has no tech (i.e. I didn't test the effect of attacker's techs)
defender's techs, number of partisans:
Csc=0 Gun=0 Cmn=0 Gue=10
Cmn+Csc=0 Csc+Gun=0 Cmn+Gun=5 Gue+Cmn=10 Gue+Csc=12 Gue+Gun=10
Cmn+Gun+Csc=6 Gue+Cmn+Gun=10 Gue+Gun+Csc=12 Gue+Cmn+Csc=12
Gue+Cmn+Gun+Csc=12
Using words:
Gue is the main tech: Gue alone gives 10, if you add Csc you get full number (12).
without Gue: Cmn+Gun=5, Cmn+Gun+Csc=6
edited: monarchy added
Last edited by SlowThinker on 29-06-2002 at 03:25
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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A note: The conquered tech counts (they can affect the number of partisans)! (partisans appear after the attacker chooses a defender's tech).
quote: Originally posted by Thoddy
defensive terrain has the only effect where the emerging partisans were placed .
first partisan to the best devensive terrain and so on.
There is a special pattern of setting the Partisans you can see, if all terrain is the same. | That pattern is equal to the pattern of barbs coming from huts and to the pattern of working squares around cities by AI (BTW-this is an useful information for the sea squares: if the AI gets here first then a boat won't claim the square for you).
Last edited by SlowThinker on 29-06-2002 at 03:19
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I continued the test:
As far as attacker's techs are concerned: only Guerilla Warfare affects (lowers) the number of partisans.
numbers of partisans: attacker has no tech/ attacker has Gue
Gue=10/6
Cmn+Gun=5/5 Cmn+Gun+Csc=6/6
Gue+Cmn=10/6 Gue+Gun=10/6 Gue+Csc=12/7
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TCO
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Richmond, VA
Jan 1970 time: 00:12
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quote: Originally posted by Starlifter
by GP:
GP, are you saying that it is only Communism that unleashes Partisans? And nothing else?
ST or GP, Is it possible to provide a link to that discussion? I would like to read it.
A couple observations:
A. Communism is not necessary to produce Partisans.
B. You can have Communism, and not produce Partisans.
The key is the combination of 3 techs:
1. Gunpowder
2. Communism
3. Guerilla warfare
1+2 = Partisans
3 alone = Partisans
1 alone = No Partisans!
2 alone = No Partisans!
In words, anytime civ possess Guerilla Warfare, the civ's captured cities can spew Partisans.
If you have Communism, but No Gunpowder and No Guerilla Warfare, then no Partisans emerge.
So Communism alone will not unleash the evils of Partisans .
But Communism alone is not too common, however... most people discover Gunpowder by then, but it is not necessary to do so. Of course, to have neither Gunpowder nor Communism yet possess GW means you need outside help, like stealing a tech, capturing or trading a tech, or a preset game.
This also means Thoddy's equation, while valid in one context, is only a partial solution to the final Partisan issue.
PS, Nice work, Thoddy! My only work on this was for size 13 and below a couple years ago, with a manual table and no formula.... brute force testing, LOL! |
Very interesting. I did not realize that it worked this way. In had thought it was just 2 that mattered. Did not realize it was this complex. For practical purposes, 2 will usually mean 1 already. And 3 will usually mean 2 already.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by SlowThinker
starlifter ...have probably errors in their results
| I take this back, starlifter is right. My results don't go against starlifter's ones.
But...in some situations starlifter's partisan may be "rounded" to 0. For example Cmn+Gun might give 0 after rounding, but Cmn+Gun+Csc might give 1.
In other words, starlifter's conclusion is always correct "theoretically" (before rounding, or with large cities), but it may be "wrong" in reality (after rounding with small cities).
Last edited by SlowThinker on 29-06-2002 at 07:34
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Starlifter
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Seattle's Rain....
Jun 2002 time: 21:12
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quote: Hey C-141 boy! I thought you were scared of the hurly burly over here |
No, it's a matter of being able to connect to the Apolyton site. From 2 ISP's I've had here in Seattle, it is almost impossible to use Apolyton. Slow Thinker helped me contact MarkG a couple weeks ago, and I showed him my network trace results.... MarkG says it's a bad DNS that does not have the correct Apolyton DN to Dot Address data, which means no connection will occur. So now he sent me a dot address that I type in by hand. It works about 70% of the time, but is very very very slow.... 3 to 5 minutes for a single page to come up is typical. And many times, my post never makes it to Apolyton... Two so far today have not made it into this thread, as I now see. Its a 50-50 shot for this one too, I suppose.
To ST: It is easy to test the Gunpowder/Communism/GW relationship in cheat mode, as I'm sure you are or will do. I was unable to get Conscription to affect it, but it really made common sense that it should the way I was thinking of it. But Conscription + Communism = No Partisan Emergence.
By using Cheat to give all techs, then just removing GW, Comm, and Gunpowder, you can definitively eliminate other tech combinations with Communism.... which is one way I eliminated what were to me the most logial choices (e.g., Consc & Tactics).
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debeest
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Still, lacking information to the contrary, I'm ready to accept SlowThinker's results. Good work! May I suggest a post that summarizes this (pretty much as you've already done) for a GL link?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by GP
So for practical purposes (i.e. well over 50% of gameplay times) you will see partisans after communism and before Gue. | For practical purposes you can play a russian roulette with 2 projectiles from 5 with no danger.
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Starlifter
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Seattle's Rain....
Jun 2002 time: 21:12
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by SG:
quote: However, we have a number of cases where the cheat menu had given results not verifyable in actual game play - so what exactly have you proved? a |
I assume that is for me, since it followed my post.
The actual observation began with a real game, because at the time I assumed Communism was enough to give partisans.
I think this is Brian/Sid's logic: If you reach communism, but your civ does not have gunpowder, then why should your civ's captured cities produce Gunpowder partisans? How can your people become equipped and trained (assuming normal flow of research) to deploy a tach that your civ has no knowledge of yet?
So when you have Communism, then finally discover Gunpowder, you get people taking to the hills with guns (partisans).
It takes a tech tree jump to get to the advance of GW without Comm or GP, but once a civ actually knows how to make Partisans, you get the unit coming form your captured cities, too.
That's my take on it.
People should naturally feel free to test it. I am not familiar with the cases or examples of how/when using Cheat Mode affects gameplay (beyond the obvious direct effects). Is there a link to it? To my knowledge, a tech is a tech.... if you got it, it has its effect.... no matter if it was stolen, traded, researched, edited with Cheat Mode.
So I'm personally sure that GP/Comm/GW are the only 3 techs that turn on/off the Partisans from captured cities. But if someone discovers something different, we've all learned something new!
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by debeest
May I suggest a post that summarizes this (pretty much as you've already done) for a GL link? |
I am sceptical about the GL+SGs combination. I think somebody else should care of links updating. The GL index could be divided into 2 posts, the general info would remain in the SGs 1st post, links would be moved to the new one...
quote: Originally posted by starlifter
Good job, Th & St! | ... & Sl! I would miss the gunpowder without your posts.
quote: Originally posted by GP
Well...I appreciate your establishing the definitve relationship...but still feel vindicated in our earlier disagreement. |
I agree with you. Usually you have the gunpowder when you reach commie.
quote: Originally posted by starlifter
I am not familiar with the cases or examples of how/when using Cheat Mode affects gameplay (beyond the obvious direct effects). Is there a link to it? To my knowledge, a tech is a tech.... if you got it, it has its effect.... no matter if it was stolen, traded, researched, edited with Cheat Mode. | Some things trigger at oedo years or turn beginnings. For example I had a big problems when I investigated the amount of the gold plunder (it is related to the amount of defender's gold in the beginning of the turn). I think this is a reason why SGs feel sceptical with the cheat mode.
But I think the way how you obtain a game position (by cheat mode or not) is irrelevant. Otherwise - what would happen if you save and reload? I don't think the way of tech acquirement is stored in the .sav file.
quote: Originally posted by SG(2)
Do you test your results in 2.42 or MGE. | i suppose you speak to starlifter...
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I have run tests with attacker's Gue. I had to rebuild the formula, because the logic is lost: In general attacker's Gue lowers the number of partisans. But in reverse it allows partisans to appear from cities of level 1 when defender has Gue only! Please verify the formula. shortcuts from rules.txt: Communism=Cmn, Conscription=Csc, Guerrilla Warfare=Gue, Gunpowder=Gun CityLevel = RoundDown[( CitySize+4)/8 ] BNP: basic number of partisans TypeMultiplier: a multiplier that affects the result | defender's techs | attacker has Gue | BNP | TypeMultiplier | | Gue | no | (CityLevel -1)*2 | 2 | | Gue | yes | CityLevel | 1 | | Cmn+Gun | irrelevant | CityLevel -1 | 1 | CscModifier: Conscription modifier defender has not Conscription: then CscModifier=0 defender has Conscription: then CscModifier=1 GovtModifier: Government modifier GovtModifier=1/2*abs(govindexD-govindexA) (abs...absolute value) govindexD- defender's government index value govindexA- attacker's government index value Index values: Anarchy=1,Desp=2, Mon=3, Com=4, Fund=5, Rep =6, Dem=7 The formula: Partisans = BNP + (CscModifier + GovtModifier) * TypeMultiplier (the result is rounded down) Notes: Partisans can pop up only on empty ground squares in "the working city radius" (squares that may be worked in the city window). The max. number of partisans is 20 - i.e. only one partisan may pop up on one square. If city was founded by attacker then no partisans pop up. No effect: unhappy, content, happy people; wltxd, city improvements, killed defender/attacker, decrease of inhabitants by siege, type of terrain. A simplified conclusion: There are two situations when partisans arise: the defender has Guerilla Warfare or the defender has Gunpowder+Communism. Guerilla Warfare produces twice more partisans than the combination Gunpowder+Communism. The effect of Guerilla Warfare and Gunpowder+Communism is not cumulated: only Guerilla Warfare applies. Conscription adds 1 or 2 partisans. Every point of "governments difference" raises the number of partisans by 50%. The number of partisans depends on the city size: The smallest city that produces them has size 4. Next turning points are 12, 20, 28, 36 etc. Guerilla Warfare is the only attacker's tech that affects the number of partisans. Overview: | defender's techs / attacker's techs | gue | gue+csc | cmn+gun | cmn+gun+csc | | number of partisans for citylevel1 citylevel2 citylevel3 citylevel4... | 0 2 4 6 ... | 2 4 6 8... | 0 1 2 3... | 1 2 3 4... | | | gue/gue | gue+csc/gue | | | 1 2 3 4... | 2 3 4 5... |
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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There was a mistake in the formula: missing CityLevel at GovtModifier. The formula is changed a little. I also edited the notes. shortcuts from rules.txt: Communism=Cmn, Conscription=Csc, Guerrilla Warfare=Gue, Gunpowder=Gun CityLevel = RoundDown[( CitySize+4)/8 ] CitySize is the size of the city before the capture. BNP: basic number of partisans TypeMultiplier: a multiplier that affects the result | defender's techs | attacker has Gue | BNP | TypeMultiplier | | Gue | no | CityLevel -1 | 2 | | Gue | yes | CityLevel | 1 | | Cmn+Gun | irrelevant | CityLevel -1 | 1 | CscModifier: Conscription modifier | defender has Csc | CscModifier | | yes | 1 | | no | 0 | GovtModifier: Government modifier GovtModifier=1/2*abs(govindexD-govindexA) (abs...absolute value) govindexD- defender's government index value govindexA- attacker's government index value Index values: Anarchy=1,Desp=2, Mon=3, Com=4, Fund=5, Rep =6, Dem=7 The formula: Partisans = (BNP + CscModifier + GovtModifier*CityLevel) * TypeMultiplier (the result is rounded down) Notes: Partisans can pop up only on empty ground squares in "the working city radius" (squares that may be worked in the city window). The max. number of partisans is 20 - i.e. only one partisan may pop up on one square. If city was founded by attacker then no partisans pop up. The Guerilla Warfare obtained by conquering the city counts, in other words it affects the number of partisans (partisans pop up after the attacker chooses a defender's tech). No effect: unhappy, content, happy people; wltxd, city improvements, killed defender/attacker, decrease of inhabitants by siege, type of terrain. The defensive value of a terrain affect where the emerging partisans are placed: first partisan to the best devensive terrain and so on. There is a special pattern of placing partisans if all terrain is the same: first square is north-east from the city, then clockwise around the city (this pattern is equal to the pattern of barbs coming from huts and to the pattern of cultivating squares around cities by AI). A simplified conclusion: There are two situations when partisans arise: the defender has Guerilla Warfare or the defender has Gunpowder+Communism. Guerilla Warfare produces twice more partisans than the combination Gunpowder+Communism. The effect of Guerilla Warfare and Gunpowder+Communism is not cumulated: only Guerilla Warfare applies. Conscription adds 1 or 2 partisans. Every point of "governments difference" raises the number of partisans by 50%. The number of partisans depends on the city size: The smallest city that produces them has size 4. Next turning points are 12, 20, 28, 36 etc. Guerilla Warfare is the only attacker's tech that affects the number of partisans. Overview (for equal governments): | defender's techs / attacker's techs | gue | gue+csc | cmn+gun | cmn+gun+csc | number of partisans for citylevel1 citylevel2 citylevel3 citylevel4... | 0 2 4 6 ... | 2 4 6 8... | 0 1 2 3... | 1 2 3 4... | | | gue/gue | gue+csc/gue | | | 1 2 3 4... | 2 3 4 5... |
Last edited by SlowThinker on 30-06-2002 at 14:32
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I mean 20 squares around the city. But I may be wrong - I don't know if unexplored squares pop up partisans. Could you test it?
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