CivAddict2013
Warlord
- Joined
- May 4, 2013
- Messages
- 221
I'm trying to start a game as Arabia. I've restarted like 30 times and only one time did I get a desert. If I remember correctly Arabia's start bias is the Desert. Is this a glitch?
I believe they very much work as intended. Starting in exactly the same terrain each and every time wouldn't be much fun, they wanted to keep it somewhat random instead of predictable.We in the modding forum like to make fun of start biases [...], saying they're more of a programming quirk than a functional feature.
To elaborate on this, check advanced options when starting to see if start bias is indeed turned on or has been turned off. Notice that game will remember the settings you used from the last time you started a game from the advanced options page - meaning that if you change thing in advanced options and then go back to main page before starting the game, these changes will not be saved upon subsequent upstarts.Make sure that start biases are indeed turned on.
Do you know how start biases work?I believe they very much work as intended. Starting in exactly the same terrain each and every time wouldn't be much fun, they wanted to keep it somewhat random instead of predictable.
Otherwise they could easily have used similar type of placing requirements like they are using for wonders. Like Krakatoa gets a check whether all surrounding tiles are water, Arabia's starting position could get a check whether an X amount of surrounding tiles are desert, the Netherlands could get a check whether at least one or two surrounding tiles are marsh, etc.
I'm glad they didn't go for that, it would be overcooking things in my opinion.
1. Does the civ have a Coastal start bias?
If so:
Place the civ on the coast.
Else:
2. Does the civ have a River start bias?
If so:
Place the civ somewhere next to a river, not too close to anyone else.
Else:
3. Does the civ have any region preference (e.g. hills, desert, forest, etc.)?
If so:
3.5 Find the first mentioned of these regions, ignore all others.
Can we place the civ in that region without being too near anyone else?
If so:
Place the civ in that region.
Else:
Place the civ randomly.
Else:
4. Does the civ have any regions it should specifically avoid being placed in?
If so:
Find the first mentioned of these regions, ignore all others.
Can we place the civ far from that region without being too near anyone else?
If so:
Place the civ far from that region.
Else:
Place the civ randomly.
Else:
5. So, the civ has no start bias then?
If so:
Place the civ randomly.
Else:
This isn't even a possibility.
Well these are default settings, so I assumed start biases would be on. I just thought it was weird I had to restart 15 times to get a desert.Make sure that start biases are indeed turned on.
Most likely you just have very poor luck. We in the modding forum like to make fun of start biases (among other things that are the fault of Firaxis), saying they're more of a programming quirk than a functional feature.
Do you know how start biases work?
Essentially like this:
...
Roughly, yes. It's a somewhat crude system. Bob Tomas himself writes in AssignStartingPlots (at least I think I've read it there) that assigning multiple starting biases to civs won't work well.Do you know how start biases work?
Hmm.. you should still get a few stones placed around you in that case. Although your point probably is that when the random map generator doesn't succeed in providing you with your initially preferred region, it becomes very sloppy in where it places you. I can't argue against that, and that's also where my knowledge of the code falls short.Similarly, if you say you want to be placed in grassland and plains, you could end up in a flat grassland region without a hill in sight.
You can see for yourself - in a file called AssignStartingPlots.lua (which is a swear word among modders for a reason ). I've never modded it before, and maybe I don't fully understand your question, but the algorithm seems to follow a similar order: coastal bias civs get first dibs, then river bias civs, and so on.
If you're anything like me though, you don't have the patience to scroll through all of the thousands of lines in the file.
Not ALL modders. I HAVE modded AssignStartingPlots.lua several times, and I think it's a FANTASTIC file. I think it has an outstanding success rate - yes, it does fail occasionally, but obviously if you play with random civs and get 3 or 4 civs that all have desert start bias on the same map, obviously some of them may have to go with a non-desert start because all workable locations are taken. The fact at ASP.lua is, as far as I know, the only file in the game with build-in instructions to modders about how to mod the game - is for me enough to appreciate the work of the writer very much!You can see for yourself - in a file called AssignStartingPlots.lua (which is a swear word among modders for a reason ).
Do you know how start biases work? Essentially like this:
...the algorithm seems to follow a similar order: coastal bias civs get first dibs, then river bias civs, and so on.
-- Forcing starts along the ocean.
local args = {mustBeCoast = true};
start_plot_database:ChooseLocations(args)
We have heard some strange stories from him so I wouldn't break my head over some random number he says. Not calling anyone a liar but it's not as if he never exaggerated before.But I'm not saying the case in the opening post is normal. Even without a desert start bias you would start more often in the desert than that. I don't know what's going on there.
I'd like to repeat that it wasn't the objective that the start biases would always 'work'.
But I'm not saying the case in the opening post is normal. Even without a desert start bias you would start more often in the desert than that. I don't know what's going on there.
We have heard some strange stories from him so I wouldn't break my head over some random number he says. Not calling anyone a liar but it's not as if he never exaggerated before.