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markusf
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The cost for bribing an enemy city depends on a number of factors. The formula below contains all the details; it is taken from an alt.games.civ2 post by Daniël Proost:
Cost = ( ( enemy gold + 1000 ) / ( distance + 3 ) ) x citysize
I am not sure which distance is meant in this formula. It is probably the distance between the city and its capital. However, the cost depends on the square your Diplomat or Spy bribes from. It often pays to try to bribe from different squares - I have observed the cost vary by as much as 20%. At any rate, the distance is also influenced by the following factors:
Courthouse in city half distance
Enemy government is Communism max. distance is 10
Enemy has no palace distance = 32
The following (cumulative) modifiers apply to the cost for bribing:
City in disorder -50%
No units in city -50%
City was yours before -50%
Spy is bribing -16%
Veteran unit is bribing -33%
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finbar
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Castiglion Fiorentino, Italy
Jan 1970 time: 06:13
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That's the formula listed in the "Civ 2 Strategy Guide" by David Ellis. There are some other interesting bits and pieces. The distance is from the enemy's palace and diagonal squares count as 1.5 squares when figuring distance.
It has been noted prior to this that the bribe cost is affected by the direction from which you approach the city. But I've never understood why. Or, at least, why it can have such an effect. Presumably the difference between the various approaches amounts to the number of squares within the city radius, which aren't all that many. Or is the difference in bribe cost in this case related to something else altogether?
The book also lists the formula for the cost of bribing a unit:
Bribe Cost = ((enemy treasury + 750) / (distance + 2)) X (Enemy Unit Cost / 10)
Some of the other factors are the same as the forumla for bribing a city - distance calculation, 32 if there's no enemy Palace, 10 for Communism, etc. But the distance is a given 16 if the unit is a Barb, and the bribe cost is "Bribe Cost /2" if the unit is a Settler.
It should be noted that I've posted a couple of these formulae from the Strategy Guide over the years and some of the arithmetically-inclined posters have questioned them.
Last edited by finbar on 02-05-2002 at 05:05
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do you people use sliderules when you play. for all these calculations.. just wondering : )
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DrFell
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I play on the zone, and I'll play bribes, but almost noone else does.
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finbar
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Castiglion Fiorentino, Italy
Jan 1970 time: 06:13
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Ask and ye shall receive! 
Corruption
Under most systems of government, the corruption and waste experienced by a city increase with distance from the capital. The formula:
Corruption = ((Trade x Distance) x 3 / (20 x (4 + Government))
Where:
Government = 1 (Despotism), 2 (Monarchy), 3 (Fundy), 4 (Republic), 0 (Communism and Democracy)
Distance = the city's distance from the capital (diagonal squares count as 1.5 squares). The maximum value of Distance = 36.
Government = Government + 1, if the city is celebrating "We Love The * Day".
Distance = (Distance x 2) + Difficulty Level (possible values = 0 through to 5), if the government is Despotism.
Waste
Waste is calculated based on the city's surplus shields. It doesn't take into account shields utilised to support the city's units. The formula:
Waste = ((Shields x Distance) x 3) / (20 x (4 + Government))
The modifiers are the same as for the Corruption calculation, except the maximum value of Distance = 16.
Happiness
The number of cities you can control without experiencing additional unhappiness is based on a number of factors, including the difficulty level and type of government. The formula:
Max. Cities = Riot Factor - ((Difficulty Level x 2) x ((Government /2) + 2))/2)
Where:
The default value of Riot Factor = 14
Difficulty Level = a range from 0 through to 5
Government = 0 (Anarchy), 1 (Despotism), 2 (Monarchy), 3 (Communism), 4 Fundy), 5 (Republic), 6 (Democracy).
So there you go! If you want the formulae for the calculation of resource and population pollution, they're here, too.
Remember, one or more of these formulae have been questioned by algebraically-inclined posters before today. I just can't remember which ones.
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finbar
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Castiglion Fiorentino, Italy
Jan 1970 time: 06:13
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Mmm. There's no formula - per se - for tech acquisition. Under Map Size, it just says that the larger the map, the amount of time required to research techs is subtly altered (increased). Interestingly, the increase is predicated on the thinking that, the larger the map, the longer the game.
The only stats given, which I think I've posted before, apply to difficulty level. The Science Increment - the modifier used to help determine how many light bulbs are required to discover the next tech - is as follows:
Chief: 6; Warlord: 8; Prince: 10; King: 12; Emperor: 14; Deity: 14. With the rider that the Deity number may be adjusted +1 or -1 depending on how far ahead (or behind) you are in research. This, I assume, applies to SP games.
The AI's Science Increments are different:
Chief: 14; Warlord: 13; Prince: 12; King: 11; Emperor: 10; Deity: 10. The higher the level - assuming the better the human player - the more help the AI gets.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:13
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Thx, finbar.
Pollution formulas are at CivFanatics.
quote: Max. Cities = Riot Factor - ((Difficulty Level x 2) x ((Government /2) + 2))/2) | So no formula that would define >number of additional red/black hats< in relation to >number of cities< ? Only the first city that riots is defined?
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