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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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I don't know about all of you, but have you been noticing some inconsistancies with what Gamespot says about the game and what Firaxis has been reporting? Here is an example of an error... it's about combat:
Zones of control have been eliminated? What the hell is that? That's not true.
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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While I'm at it... here's another one, that may not actually be an error, but this detail may have been changed at the last minute:
quote: Gamespots preview, page 3 of 4: Link to the page, click here:
Each type of luxury item (incense, dye, wine, fur, spice, silk, ivory, and diamonds), when connected to a city by a road, makes one content citizen happy or one unhappy citizen content. |
This may not be true. Akron noticed something very interesting about resources and how they affect your citizens:
quote: Akron's Extraordinary Observations: Link to his post about luxuries:
Unlike I had previously thought, they don't add a specific number of happy faces based on scarcity. Instead, the first 2 give you one happy face each, the third and fourth give you two happy faces each, the fifth and sixth give you three happy faces each, and finally the seventh and eighth give four happy faces each. That means if you get all of them, you can get 20 happy faces. Also, as you collect more and more of them, the rewards get bigger and bigger. |
I sure hope that hasn't changed!
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BLackraven42
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How could Firaxis be so naive to let these boneheads write such false reviews??
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KrazyHorse
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Macedonia
May 2001 time: 00:15
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quote: With 9-1 odds, a warrior has a chance of:
(1/9)^3=0.0014=0.14% chance of winning against a tank |
Nope. I can pretty much categorically state you're wrong here. The odds of the warrior winning are exactly:
(0.1^3)+3*0.9*(0.1^3)+6*(0.9^2)*(0.1^3) = 0.00856 = 0.856%
How do I get this? There are 10 distinct scenarios. I'll represent "tank wins round" by "1" and "warrior wins round" by "0". The probability of a tank winning a single round is .9 and the probability of a warrior winning a single round is .1
000 .1^3
1000 .9*(.1^3)
0100 .9*(.1^3)
0010 .9*(.1^3)
11000 (.9^2)*(.1^3)
10100 (.9^2)*(.1^3)
10010 (.9^2)*(.1^3)
01100 (.9^2)*(.1^3)
01010 (.9^2)*(.1^3)
00110 (.9^2)*(.1^3)
Last edited by KrazyHorse on 19-10-2001 at 19:10
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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KrazyHorse: I'm not a math person... so please forgive me for my ignorance, but does ^ mean "power"?... example: (3^2) meaning 3 to the power of 2?
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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So then Krazyhorse... does your mad science indicate that a Crossack and a fortified phalax can be calculated like so? :
(0.4^3)+3*0.6*(0.4^3)+6*(0.6^2)*(0.4^3) = 0.1409 = 14.09%
Is that right?
If so, that would be an acceptable likely outcome.
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:15
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Found it!
The thread
This is Dan's post. My boldtype
quote: Originally posted by Dan Magaha FIRAXIS
The way it currently stands, your borders are seperate from your "workable city tiles". The number of city tiles you can work does increase as your city grows, but it doesn't expand nearly as far as your city borders do. Even if your city has only the beginning 1-square (no) border, you can work the requisite number of surrounding squares. But until those squares actually fall within your borders, the enemy can come onto them and do what he pleases. Once you've got borders around those squares, you can tell the other players to get out (and in most cases, they listen).
As for colonies, the resources go to whoever builds a colony and connects it with a road first. Consequently, colonies become key while your borders are expanding, and if you leave them unguarded or weakly guarded, you will pay the price. Also, since colonies need to be connected to a city with roads, an enemy can destroy your roads and sever the connection to that resource.
This can be disastrous, especially when you're relying on goods to pacify unhappy citizens. I had a game going this week and the CPU destroyed my roads at a key juncture and sent four cities into revolt.
Dan
Firaxis Games, Inc. |
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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Ya... that's what I said Gramphos. You're post quoting Dan supports what I'm saying. You can work the tiles around your city regardless of whether it falls in your borders.
Regardless... this preview from Gamespot is good for the garbage. The only usefull things they indicated was their reporting on the settlers and workers, and the new screenshots.
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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I don't think it has been changed Krazyhorse! It think Gamespot didn't do their homework in analysing the game. They're reporting things that aren't true.
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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