Civilization uses a fixed procedure to determine which civs start with 2 Settlers units and how many bonus techs each civ starts with.
There is no random generator involved. These bonuses are not cosmetic either; they are meant to compensate for unfavourable starting conditions. Hence, the game first checks the starting spot of each civ and assigns the civ a "handicap" rating in order to judge their (dis)advantage.
Distance calculations work in the same way as desribed in this topic.
Handicap Calculation
1. All Handicap values start from 0.
2. Add +4 if the civ does not share its land mass with any other civs.
If that is not the case, then add +2 if the nearest civ on the same continent is 20 or more squares away.
Add +1 instead if the nearest civ on the same continent is 10-19 squares away.
3. Check the terrain of the starting position and the 8 adjacent map squares.
Add +2 if there's at least one river square among them.
If that is not the case, then add +1 if there are 3 or more grassland squares among them.
4. Add +2 if the civ starts on a continent that covers at least 200 map squares.
If that is not the case, then add +1 if the civ starts on a continent that covers at least 100 map squares.
Obviously, the final Handicap value is a number between 0 and 8.
Bonus Calculation
The Handicap value is now translated into a Bonus value using the following formula:
(where [Maximum Handicap] is the highest Handicap value among all civs in the current game)
Bonus Application
1. If the Bonus value of the civ is 4 or higher, then the civ is granted an extra Settlers unit, for a total of two Settlers units. In this case, the Bonus value is reduced by 3 afterwards.
2. If the Bonus value is (still) greater than zero, then the civ gains a number of technologies equal to the Bonus value.
Examples:
Bonus value = 4: start with 2 Settlers units and 1 technology
Bonus value = 2: start with 1 Settlers unit and 2 technologies
There is no random generator involved. These bonuses are not cosmetic either; they are meant to compensate for unfavourable starting conditions. Hence, the game first checks the starting spot of each civ and assigns the civ a "handicap" rating in order to judge their (dis)advantage.
Distance calculations work in the same way as desribed in this topic.
Handicap Calculation
1. All Handicap values start from 0.
2. Add +4 if the civ does not share its land mass with any other civs.
If that is not the case, then add +2 if the nearest civ on the same continent is 20 or more squares away.
Add +1 instead if the nearest civ on the same continent is 10-19 squares away.
3. Check the terrain of the starting position and the 8 adjacent map squares.
Add +2 if there's at least one river square among them.
If that is not the case, then add +1 if there are 3 or more grassland squares among them.
4. Add +2 if the civ starts on a continent that covers at least 200 map squares.
If that is not the case, then add +1 if the civ starts on a continent that covers at least 100 map squares.
Obviously, the final Handicap value is a number between 0 and 8.
Bonus Calculation
The Handicap value is now translated into a Bonus value using the following formula:
Code:
[Bonus] = [Maximum Handicap] - [Own Handicap]
Bonus Application
1. If the Bonus value of the civ is 4 or higher, then the civ is granted an extra Settlers unit, for a total of two Settlers units. In this case, the Bonus value is reduced by 3 afterwards.
2. If the Bonus value is (still) greater than zero, then the civ gains a number of technologies equal to the Bonus value.
Examples:
Bonus value = 4: start with 2 Settlers units and 1 technology
Bonus value = 2: start with 1 Settlers unit and 2 technologies