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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:23
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Don't know how I missed this thread's development. It looked like a real dud when I first saw it. ("Free units = Good.") My, how things change...
Let me start with a disclaimer: I've only been playing for just under a year, so I lack experience, have missed a lot of "common knowledge" discussions. I'm too busy learning the game to spend a lot of time constructing tests. I do enjoy seeing all you grizzled old-timers continuing to back-engineer the game, tho.
Rah, earlier, stated:
quote: The unihabited island is a favorable condition in my experience also. But why is it? The one-per-continent theory has been disproved time and time again. Does it truely up the odds or is some other factor, (like proximity that is in play). |
Rah, I think you're onto something when you mention proximity (or, as I think of it, isolation).
The one nomad/continent seems to be fully debunked, yet islands seem ever-ripe for nomads and advanced tribes.
My theory is that distance away from other cities -- not just yours -- on the same continent is a key determinant. Perhaps the distance from the hut to the nearest city needs to reach a critical number (say, greater than 10 squares/movement factors) from the nearest city triggers a move to from (say) the Scroll-Heay Result Chart to the Nomad-Heavy Result Chart.
If the continent is unoccupied, you would naturally have the greatest chance for nomads. A new and unsettled -- or even sparsely settled -- continent would be fertile ground. By extension, an unoccupied island -- just a small continent -- would likely have only one hut and ergo max nomad chance.
I think this isolation factor is also likely to affect odds of advanced tribes. But as I say, my experience is limited and my sample size of observations is probably just background noise compared to most of you.
BTW, I play MGE for Mac, all observations in SP -- Deity raging, with medium map.
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solo
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Lowell, MA USA
Jan 2001 time: 05:23
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I have been able to get nomads quite close to my capital after using my second starting NON to found another city. I do find them more often in isolated spots, though, so maybe isloation increases the probability.
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solo
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Lowell, MA USA
Jan 2001 time: 05:23
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Both small and standard for me for close nomads. Type of terrain seems to matter more.
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solo
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Lowell, MA USA
Jan 2001 time: 05:23
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Meaning terrain other than villages. I haven't had enough samples from other terrain to make a judgment about which may be better, except maybe for polar huts, which seem to give nomads more frequently.
Also, the theory that their appearances increase with remote locations may have a lot of merit, but it does not exclude the possibility of gettings nomads close to home.
With most of my experience limited to games where nomads were few and far between, I'll defer to rah and other MP players as to whether nomads are more likely in particular kinds of rough terrain. I'd be curious to know.
Last edited by solo on 22-11-2002 at 23:38
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:23
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Warriors for law, mercenaries for barb defense makes Settlers your only real expense… Also, with 2x production the support costs of Settlers isn't as much of a burden. Using a free Settler to build is a no-brainer decision in that case.
I sometimes play SP with a rules.txt that effectively makes 2x production. I assume the MP 2x setting doesn't have the early pollution problems of a rules.txt mod.
Last edited by Straybow on 25-11-2002 at 06:47
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War4ever
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I live amongst the Red Sox Nation
Jan 1970 time: 21:23
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not too mention it expires way too quickly lol......
as for nomads, ming and i tested this in mp in a duel as well over icq phone, and we did find alot of similar things popped up.
i wonder if some of it may be related to the host popping the hut first. but of course there were discrepancies....
nothing definite, but i have wondered about these things for some time.
as for nomads, i at one time thought about the one per continent rule, but i have seen too many pop up to believe that theory.
i have had nomads while my origional settler was still a none...not the first, but the second one.
i am a firm believe in different hut results depending on which tile you take the hut from...thats conclusive to me.
as for what triggers a nomad, i think the random factor is just that.
its like a lotto ticket, sometimes you win, some times you don't....sometimes you win so many times in a row, you wish you could just save some for a game where you really need them.
there is no evidence that makes me believe its nothing but a random factor.....why is it some games i get barbs from almost every hut....some games i cash up the wazoo....
is it my placement amongst the other civs, ala the trading partner?
is it b/c i am behind, ala the evening up process?
too many questions, the only truth i have, is pop every hut you can unless your oedo year will be screwed by a tech you dont' want
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