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Cruddy
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Well, if you are not attacking with Elite units - you are guaranteed never to get them!
So, build up your forces to Elite level (a good use for barbs) and when you have a few, let rip at the nearest AI civ (you DON'T get GLs from barb combat). Keep a note of how many Elites have won combats, and when it get to about the 10th, you know one is due any combat.
It is possible to get one from your first Elite combat - but it's very, very rare.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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quote: Originally posted by Cruddy
Well, if you are not attacking with Elite units - you are guaranteed never to get them!
So, build up your forces to Elite level (a good use for barbs) and when you have a few, let rip at the nearest AI civ (you DON'T get GLs from barb combat). Keep a note of how many Elites have won combats, and when it get to about the 10th, you know one is due any combat.
It is possible to get one from your first Elite combat - but it's very, very rare. |
As skywalker alluded to, the odds of getting a leader in each elite victory are identical no matter how few or many leaders you have gotten previously. Each event is independent of the others (with the exception that you have to use one leader before you can get another).
One interesting side effect is that the odds of getting a leader in a second elite victory in a row, assuming you can use your first leader immediately, are 1/16 or 1/12. And if you do get a second leader in a row, odds are 1/16 or 1/12 of getting a third in a row. With the Heroic Epic, odds are actually 1/144 of getting two additional leaders for a total of three in a row any time you get one. If you have many elite units around, there are definite advantages to using a leader to make room for the next potential leader as long as you have something constructive for a leader to do.
Nathan
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Cruddy
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Maybe. Maybe not. A lot of it depends if you have the preserve random seed turned on and how all your other combats are doing.
I've noticed that, if you tend to lose a lot, suddenly the game starts "cooking" the odds and you get a longer run of victories.
If I'm on my 10th elite combat with no GL, I know I'm past the halfway limit - so my chances are better than evens that one will show up within the next 10 elite combats.
Agreed, it maybe be possible to have none of your elite combats produce a leader. HAS THIS HAPPENED TO ANYONE EVER????????? I doubt it. It would make for a really awful game.
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Ubergeek
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St. Paul, MN USA
Feb 2000 time: 23:27
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Oh yes, I have gone many, MANY games without seeing GL. Now, most of those games were played as a pacifist builder, only fighting when necessary, but I have gone for more than a hundred Elite victories without seeing a Leader, and there was one Huge map game where I was at war constantly from 2000 BC onward (not a single turn spent at Peace with everyone from beginning to end), fighting uncounted battles with Elites, and only got one Leader from it. It's just a matter of odds -- you get on a bad streak and your number never comes up.
On the other hand, in my last game as the Ottomans, I fought exactly seven battles with Elite Sipahis and got six GLs out of them. So maybe it evens out. 
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Catt
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California - SF Bay Area
May 2002 time: 21:27
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quote: Originally posted by Cruddy
Maybe. Maybe not. A lot of it depends if you have the preserve random seed turned on and how all your other combats are doing.
[. . .]
If I'm on my 10th elite combat with no GL, I know I'm past the halfway limit - so my chances are better than evens that one will show up within the next 10 elite combats.
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I think you've misapplying / misunderstanding the laws of probabilities. Probability is a predictive concept -- it has no sense of history. What others were saying is that any probability is subject to the law of independent trials -- each new trial is completely independent of the previous trial. For example, a coin has a 50% chance of being heads or tails -- even if you through 50 heads in a row, the chance of tails coming up on the next throw is exactly the same as it was on the previous 50 throws -- 50% (assuming you don't have a flawed coin ). The coin has no memory. Instead, probability says that since each throw has a 50-50 chance, over the course of a large number of trials, the results should be about 50-50 -- this doesn't mean there won't be long streaks of one or the other, it just means that streaks are random, and as likely to fall one way as the other.
Take casino gambling - each roll of the dice or spin of the roulette wheel is totally independent of all previous rolls/spins. The odds of any particular outcome are fixed and known - because each roll/spin is a new trial, with no connection to any other roll/spin. Blackjack, or any other game involving a deck of cards, is different because each hand is not an independent trial. If, from one deck of cards, all four aces are played in the first hand, for the remainder of the deck you can say with certainty that there will be no blackjacks (the aces are gone until the deck is reshuffled). Each hand (other than from a new deck) is dependent on the cards played before -- they are not subject to the law of independent trials -- and so the odds (between the house and the player) change with each card played.
The Civ RNG operates under the law of independent trials - there is no memory of previous results, so each time an elite that is leader-eligible wins an offensive battle, the chances of a leader appearing are 1 in 16 (1 in 12 with the HE). These odds remain unchanged whether or not you've had 50 battles without a leader or whether you've generated 5 leaders in the last five battles.
quote: I've noticed that, if you tend to lose a lot, suddenly the game starts "cooking" the odds and you get a longer run of victories. |
I don't think that's correct. Using the language I used above, you're saying that you believe that the RNG is not subject to the law of independent trials - that the RNG has a memory. Numerous players have tested the RNG and concluded that it is indeed random. I would bet that your observation is coincidence as opposed to a designed game function.
Preserve random seed doesn't play into your idea -- platying with PRS turned off just means that you can reload and take another shot at your 1 in 16 odds; with PRS turned on, the same "seed" is used to generate random numbers, meaning the same string of numbers is generated, meaning the same results assuming the same moves / attacks.
Catt 
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kring
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Wichita,KS,USA
Dec 2001 time: 23:27
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Mike B of Firaxis on Great Leaders
Starting with Post #37:
quote: Each unit can produce at most one great leader. Each time a unit is upgraded, however, it can once again produce a great leader. You can have more than one great leader per game but only one at a time.
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Post #40:
quote:
quote:
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Originally posted by Sanaz
So I think the obvious question is, can we have a change so that the Elite Unit which has created a Great Leader be somehow marked as such?
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I'll look into it. |
Post #91:
quote:
quote:
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Originally posted by Loopy
This would also imply that armies (since units within can be promoted) could in theory spawn as many leaders as they have units. The limit of 1 per makes total sense given the exploit Killer identified. Preventing unloading and reloading units from armies makes sense too.
I don't know how useful knowing the actual mechanism would be to know if I'm right. Care to comment Beer?
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Units in armies cannot spawn leaders because an army is already led by the leader that created it. Also, leaders cannot be spawned from combat with barbarians (this was not changed in a patch -- it has always worked this way). |
Post #94
quote:
quote:
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Originally posted by sumthinelse
Mike, welcome back.
I am not sure exactly what this statement means, though. Does it mean:
1) That when an army wins a victory a leader can never be created as a result of such combat?
2) That when an army wins a victory it can create one leader but only one, even though the army can have more than one unit in it? I suppose that the army would have to be "elite" but I don't think I have ever seen an elite army, although I have seen armies with elite units in them.
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It means:
1) when an army wins a victory a leader can never be created as a result of such combat. |
Post #98
quote:
quote:
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Originally posted by sumthinelse
If my elite tank unit (never having created a leader before) destroys an army of horsemen in combat, can that victory spawn a leader for me?
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Yes, you can get a leader when you defeat an army in combat. |
Post #113
quote:
quote:
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Originally posted by Killer
Mike B.: has there been a change since 1.16?????
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I don't believe so... I've checked all the different patch versions and the leader-generation code is the same in each one. |
Post #142
quote:
quote:
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Originally posted by sumthinelse
Mike B., is it possible for an army (not the units in it) to be promoted to elite? Never saw one.
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Armies are never promoted and do not really have an experience level. (I believe they will be stored internally as either Regualr or Veteran but it is never used for armies).
quote:
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Mike B., does it look like the odds 1/12 and 1/16 are applied under the correct conditions (before/after Heroic Epic) for generating a leader?
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Odds with Heroic Epic = 1/12
Odds without Heroic Epic = 1/16
The odds are halved for defenders (1/24 and 1/32). |
Post #163
quote: Re: Can Blitz Units Create GLs on their 2nd attack?
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Originally posted by IDSmoker
Can units with the 'blitz' attribute (the ability to attack more than once per turn) create GLs on any attack other than their first?
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Yes.
quote:
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Can a blitz unit that gets promoted on it's first attack, create a GL on it's subsequent attacks?
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Yes.
quote:
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Originall posted by PaleHorse76
Hopefully Firaxis will make the ELITE units visually different someday.
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I'm experimenting with giving the player the option of renaming units that generate a leader.
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That was done in one of the patches, so if you are patched to the latest, then you have this option.
Post #171
quote: Re: Thanks again
quote:
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Originally posted by sumthinelse
As some of us asked in other posts: Is it possible that it would be simpler to just make the unit name editable by the player?
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I'm trying to stay away from being able to rename units arbitrarily for a variety of reasons, the most obvious being that the size of the right-click menu becomes GIGANTIC when you add a rename option for every unit in the tile. However, when placing units with the editor, you will be able to give them a name.
quote:
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I have hacked a little with saved games, and the way it seems to work is that the name is not stored in the unit record itself, but with the record for the unit type.
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There is a name stored with the units themselves but it is currently only used for leaders. |
Post #175
quote:
quote:
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Originally posted by Cartouche Bee
When you right click on a square why can't all the units in the list that produced Great Leaders just have a star (*) beside them? No renaming and if you upgrade the unit the star disappears cause it's eligible to produce a GL again.
CB
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Good idea! |
This was implemented in a later patch as well.
Post #177
quote: Re: Re: Re: Thanks again
quote:
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Originally posted by sumthinelse
Is it possible that we could get some solution like the * in a patch before PTW comes out? Note, I said possible, not a promise.
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Both this and the option to rename units that spawn a leader will probably be included in the editor update (though I can't make any guarantees...). |
Post #200; this one by me
quote: Here is a game where an artillery with lethal bombard turned on creates a Leader. This was found by a player at 1BC during the 1BC June GotM.
"There's a stack of artillery in the northern part of yellow Egyptian territory. Right-click on the stack, and choose the third artillery unit from the top of the list. (So not the one that has the ring around it already.) With the chosen artillery kill the Cavalry that's near the Russian town; and Peter the Great will emerge; just like he did when I killed the Cavalry with an elite Cossack of my own. (Which is what I'll again do when I restart the turn from the autosave-)-" |
quote: Originally posted by Ubergeek
Actually I kind of like it. I learned to play without getting GLs -- so now when I get them, they're like a gift from the Gods! I find they make things easier, for sure, but aren't necessary to my playing style. |
I also have learned to play without relying on Great Leaders. I appreciate one if he shows up, but I don't count on it. I have games with several showing up during the game, and many other games where none showed up all game.
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Cruddy
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Catt, I am grafteful for your explanation about probability.
The problem is - I believe Civ3 combat uses semi-independant trials, especially with regard to recent losses of important units like settlers and workers. I will have to research this and see if I can come up with something more concrete to back up my beliefs.
In the meantime, I will proceed with your explanation, as scepticism into one's research is a healthy thing. I just can't help but think it is possible to influence that RNG - I'm trying to come up with a method to do this but it's early days yet.
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philler
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France
Nov 2001 time: 06:27
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nobody mentioned in what proportions the militaristic trait modifies the chances of getting a GL, so I'm asking.
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philler
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France
Nov 2001 time: 06:27
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ok thanks for the info Arrian
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All times are GMT. The time now is 05:27. Apolyton Time is 00:27. |
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