Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Trade routes and can fundy govs fall?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:28
  Old Post 08-06-2003 20:58
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Trade routes and can fundy govs fall? Enter the AD-FREE zone

Anyone knows how trade routes work? And how is a city's trade goods determined? At random, or via some number seed when the city is built?

Seems they change at random each time a game is loaded, and modifications made using CivCity seems to be lost forever. This leads to very unrealistic trade situations, where a lot of cities will supply items no cities demand at all. And likewise, demanding of items not in supply.

Do they change in a game in progress, for cities already built? -seems I have to check up on that one.

And one additional question : is it ever possible for a fundy government to fall?

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:28
  Old Post 08-06-2003 21:10
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Avatar Enlargement: We've got the solution

Check the Strategy forum, there was an extensive study of how trade demands and supplies were changed, some weeks/month ago!

Stefan Härtel is offline Stefan Härtel
King
Eddie's best friend
Jul 1999
time: 06:28
  Old Post 08-06-2003 21:11
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton

Some data on trade routes are explained on the Cradle of Civilization site.

Since there is never, ever any civil disorder in fundamentalism, I think there is no way of getting it to fall.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:28
  Old Post 09-06-2003 00:35 Visit Boco's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Help yourself to an AD-FREE life

Can you take advantage of its slow research rate to make a Fundy fall? I think I remember from regular Civ2 games that AI Fundy governments were overthrown when the human player got far ahead on techs. Perhaps near the desired time, you can make a science WoW or two in Fundyland obsolete. Then get ahead in the research race toward some (military?) tech that the Fundies want (might have to tweak civ settings and the tech tree). Hardly a sure-fire solution, but you probably can increase the odds of a change.

Elok is offline Elok
Prince
Land of Ramen Dragons
Mar 2003
time: 00:28
  Old Post 09-06-2003 07:38
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Inflate your Upload Space

Well, that might induce the AI to change governments, but remember that the AI doesn't possess anything even remotely resembling human reason. I mean, they'll switch to republic in wartime when they only have two cities left; how stupid is that?
As for human players, they might switch governments...or they might do what I do and use their wealth to buy vast armies of spies and steal the damned techs. Because fundamentalism is the ideal government in every way except where science is concerned, the human player is likely to just get a decent scientific edge, switch to fundie, and crush the AI like a bug. If you want to ensure really weak fundamentalists, you have to seriously alter the cosmic principles. Drop their free support number to 1 or 2, lower the research rate effectiveness even further, whatever. It helps if you strengthen communism and monarchy too.
You might do better to just force the governments from the beginning. It may be less realistic in a historical scenario but it's better than surrendering to the whims of the AI.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:28
Post  Old Post 09-06-2003 08:15
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Hmmmmmmmm. Put an end to popups!

Take a look at the setup for the Modern Age scenario. In it, the AI, playing the Ottoman Turks, always starts out in Fundamentalism (renamed to Islam), but then, in the first few turns, changes it every time to despotism!

So, if the conditions are right, an AI will change out of Fundy.

Matter of fact, I attempted to make the Turk AI stop doing that . . . and was unsuccessful.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:28
  Old Post 09-06-2003 16:28
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization 2

Thanx guys

On the trade routes, thats quite an extensive study in the strategy forum! -Doesn't this deserve to get in the league design tips section (even though its not technically a design tip, its valuable information for scenario designers).

Here's the link, for those of you who haven't seen it:

http://apolyton.net/forums/showthre...54&pagenumber=1

On the fundy, I've decided to force the governments in my scenario, since only all the 'wrong' civs kept changing governments, seriously weakening their potential power. I'm using fundy to represent early protestantism in my Armada scenario (primarily for the English), and was thinking if there was a way to make the government fall, if and when London falls. London has a happiness wonder, which, when disabled would then send the rest of England into disorder. (that was the intended effect, but of course it doesn't work that way with fundy)

Now I've reduced the free supported units to 1, but increased their science slightly not to let them fall completely behind in techs, which they have a tendency to do against a human player playing the Spanish (which is in holy empire=democracy). I'm still considering to tailor-sew some other government form to fit the shoe and leave fundamentalism completely out.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0416 seconds (88.99% PHP - 11.01% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net