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Bloody Monk

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austin, tx
May 2001 time: 23:30
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When I checked out of here last spring, SG(2) urged me to lurk even if I couldn't play or post. So, when my eyes allowed I have kept up with the Strat and General Forums. Along with noting again how much his passing affected me, I will miss his robust constructive criticisms and marvel at how much he shared with all of us.
There is one continuing question that folk are confused about, that being, "when does civ respawn stop??" I did some testing when this came up last December in a Deity, Raging, MGE SXN game.
Respawn stops as of 1500ad. NOT 1750.
Rather than adding yet another unconfirmed comment I found a save from that game to lead a new thread. Hope this is useful.
I include a save from the beginning of 1500. Attack and raze Rhodes and see for yourself. Hit the space bar a million times to end the turn. Check the Dipolmacy screen, in 1510, and you will see there is no longer an Orange Civ.
Now, if -Jrabbit (please) will check this out we will know about the Mac too. Someone else will have to find a save for Vanilla 242.
Monk
Attachment: ap_a1500.sav
This has been downloaded 2 time(s).
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La Fayette
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albi, france
Oct 2000 time: 06:30
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Thank you very much, Monk.
Too bad your eyes don't allow more at the moment.
I strongly hope that the moment will be short.
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Bloody Monk

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austin, tx
May 2001 time: 23:30
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quote: Originally posted by duke o' york
I know that this is a theoretical question as it's highly unlikely it would ever happen, but if there were 255 cities before 1500, you captured the last city of a rival civ and built one in your turn, then would the game even bother to stick another settler on the map to just wander for the rest of the game, or would it consider the civ dead? |
DoY
Logic suggests a settler would be generated, but who can say without a test.
Personally, I think that many cities makes for a suicide inducing state of boredom, but to each his own. We have all, probably, tried one record type game; but, I'd never do that again. So, if you want to perform a test, have at it. That is the only way to know for sure.
Thanks for the good thoughts. I wish I could "play through the pain" as you say, but for now, just reading the threads is a stretch. However, I must report that playing a game completely in one's head is not the same.
Monk
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Elephant
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Phila PA
Aug 2002 time: 00:30
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I think the key is number of turns, not date, which is different for Deity and normal Emp. I think the 1750 is for large Emp or King.
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La Fayette
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albi, france
Oct 2000 time: 06:30
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sorry
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Bloody Monk

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austin, tx
May 2001 time: 23:30
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Zenon,
Thank you very much for the testing and verification work.
It is interesting to note your finding that a probabilty exists, prior to 1500, Deity, for a respawn to NOT occur.
When I first started playing I thought the "no restart" option was a no brainer. Why allow the weeds to grow back after being sought out and chopped down?? I was focused on conquest or aggressive defense. Then I came here and learned about the virtues of trade and later, Key Civ, and having more trading partners, possiblities, through allowing restarts came to mind. Having the AI kill your Key Civ, with resarts off, is not a happy moment.
So I began to play more games with restarts on; but I never noticed your result that a killed civ/color may not resart in the earlier stages of the game. Good catch!! I wonder what other variables are operative in that probability function??
At least we can hang our hats on the 1500 peg for Deity. Thanks
Monk
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duke o' york

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To make it clear then, you can only have a restart on the same or next turn after a civ has been destroyed. Therefore, if the civ dies and the parameters are not right for a restart, or if the random factor you mention "misses", then that colour civ can never rejoin the game.
Is it possible for the random factor to "hit", but because there is not enough space to restart the civ, then there is no rebirth, but a new settler will appear when the other conditions, independent of randomness, apply?
This would also suggest that a civ split, where a single civ (top of the powergraph) splits into two factions, one belonging to the original owner of the cities and the other to a previously extinct civ, cannot take place before 1500.
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Zenon
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Monk, a very interesting idea. I have done some more tests and from what I have seen Iīd say there is enough evidence to assume, that indeed starting and restarting conditions are based on the same process. The number of civs that make it also has a random factor. If you start a game on a very small premade map you may get 5 civs in one and 6 civs in the second start. Also, on very small maps where less than 7 civs make it there is a high probability of having no respawn even early in the game, as you assumed, whereas on bigger maps with enough suitable terrain it is almost impossible to prevent a respawn early on. I covered the map with cities and gave up, when the respawning civs appeared even within city limits. This never happened later in the game and would certainly never happen under normal conditions. I think that the neccessary distance to existing cities is one of the factors that changes during the game.
The availability of suitable terrain obviously is a factor. The fact that the human player sometimes gets an almost impossible starting position (like on one of the poles) probably is an exception. Obviously the human player has to be placed while an AI can be left out.
Another factor is the distance to other civilizations. Under normal conditions the civs are distributed more or less equally on the map. On a test map with a big continent consisting of mountains and a small continent with good terrain all 7 civs always started (and respawned) on the small continent. Whatever the program considers to be suitable terrain it seems to check this for each continent. On a continent that has suitable terrain the (re)start can happen on a mountain in an area that we would consider as very difficult. I think that the program first checks a random continent and - if the terrain is suitable in general - then places the civ with a good distance to other civs. If a certain number of checks fail there is no (re)start.
I think I have reached a dead end with this little research. I am sure there is a random factor in the restarting process. But to test the probabilities you need to know what factors play a role. We donīt even know how exactly the terrain affects a (re)starting position. Also there are to many possible factors that play a role (and may influence each other): map size, number of civs, distance, difficulty level, turns played etc. However, for those interested I think I can give this conclusion:
1. Starts and restarts are determined in a process that includes a random factor.
2. The probability of starts and restarts depends on the availability of suitable terrain. Existing cities narrow the availability of terrain.
3. The probability of a restart becomes lower in the process of a game.
4. Restarts end after a certain number of turns (175 for deity).
Not very much, but at least some indications how to deal with restarts on.
Grigor, respawns certainly do not regularly appear on fields with huts. This seems indeed to be one of the civ legends. On the contrary, I never noticed this.
Zenon
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Zenon
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Grigor, thats interesting and weird at the same time. Why would the designer make a conquest more difficult on a lower level? Looks like another bug to me.
I would test the (possible) end date on king and emperor but I have absolutely no material, not even an OCC. And I donīt want to play a whole game just to get a test situation. If someone would care to post or send a sav just before 1750 (king or emperor, restarts on) Iīd volunteer to test it. (Canīt use yours Grigor, at least not yet :-) )
Zenon
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:30
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Sorry, duke 'o york. I tried exactly your suggestion, and in that GOTM 33 it was not successful. All the AI were taken out in 1756 on one turn. On the next turn, I found all the new settlers and parked a military unit next to them blocking them from settling. Then the next turn I bribed all the AI settlers. No dice. The next turn the tribes all respawned. The terrain was pretty bleak for the AI by that time, too, and some came back on islands with only hills.
I am sure that you are accurately reporting the results of your tests, but it seems that you have only proved that under some conditions civs will not respawn after 1500 AD. There seem to be other factors which may come into play.
This was emperor level, and an odd-sized map with some terrain modification done by the moderator. Otherwise, it was a normal game, not a scenario.
I will be away for the next 2 weeks and unable to test, but this seems like a typically knotty Civ II problem and I hope somebody can get a handle on it.
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