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Old May 16, 2012, 11:38 AM   #1
Mithadan
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Sacrifice Provides Zero Culture?

Hey Guys, I seem to have done something stupid along the way and now Sacrificing an enslaved worker provides Zero culture. Any idea why that might be?
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Old May 16, 2012, 01:08 PM   #2
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Old May 16, 2012, 01:39 PM   #3
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Is there a shield cost to the sacrificed unit? If the shield cost is zero I doubt any culture would be obtained by sacrificing.
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Old May 16, 2012, 02:41 PM   #4
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Big Bopper is right.
The culture points gained is the unit's actual shield cost times two. This means that at lower difficulty settings, AI will gain more culture points from sacrifices than the player, and the other way around at high difficulty.
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Old May 16, 2012, 04:29 PM   #5
Ozymandias
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So, Auto-Production + Sacrifice = SNAFU
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Old May 16, 2012, 05:32 PM   #6
Mithadan
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Interesting! The enslaved unit has a shield cost of 10. I'll try upping it and see what happens. Thanks!

Edit: yup, that works! Thanks guys.
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Old May 16, 2012, 07:12 PM   #7
Gojira54
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Quote:
Originally Posted by Ozymandias View Post
So, Auto-Production + Sacrifice = SNAFU
Only if you have the auto-produced unit at a very low cost. The opposite is also true, give it an extremely high cost and you can auto-generate a culture bomb. I've played around with this quite a bit for Modzilla and Destiny Reborn.
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Old May 16, 2012, 08:54 PM   #8
Ozymandias
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Quote:
Originally Posted by Gojira54 View Post
Only if you have the auto-produced unit at a very low cost. The opposite is also true, give it an extremely high cost and you can auto-generate a culture bomb. I've played around with this quite a bit for Modzilla and Destiny Reborn.
Ah! TY
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Old May 17, 2012, 04:52 AM   #9
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I´m not sure if I understood all well with that SNAFU abreviation , but I have the feeling that here an important point could be missing. You only can sacriface an unit with a foreign nationality. Therfore you cannot autoproduce culture bombs, as these units would have the nationality of your own civ. You only can receive "culture bombs" via enslaving or another methode to gain a unit with a foreign nationality. Here you can set the shield cost for the enslaved unit (that mustn´t be able to be produced normally) up to a cultural value of 4.000 points for a unit.

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Old May 17, 2012, 05:11 AM   #10
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SNAFU = Situation normal, all f* up.

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Old May 17, 2012, 04:27 PM   #11
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Ares has SNAFU correctly explained. The term came into existence during World War 2 in what appears to be the North African theater somewhere in early 1943. At least, that is the first time I can find a use of it.

That is interesting regarding the culture boost from sacrifice for the Aztecs or others. That may explain why the AI Aztecs, when they have near neighbors, always seem to be generating a lot of culture, when they do not appear to have a lot of culture generating buildings. Now I will have to test to see if setting an enslaved worker to ZERO shields messes the AI up.

Last edited by timerover51; May 20, 2012 at 10:42 PM. Reason: Correcting Grammar
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Old May 17, 2012, 05:45 PM   #12
Gojira54
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Civinator I stand corrected and apologize for my faulty memory. I was surprised when I read your post, as I remember testing this exhaustively, and using CCM as an example of how to do this. I pulled up my old (Pre-crash) version of Destiny Reborn that had this, and yes, you are correct.

The Civs in DR that have Indigenous Religion can build an Altar of Sacrifice, which generates a unique and unbuildable and somewhat weakish Warrior Priest, who can "enslave" it's defeated foes into yet another unique unit that can only be achieved through Warrior Priest enslavement. This unit is the sacrificable "Culture Bomb" I was referring to, although in the case of DR it is a much more modest boost of 100 (not 4000!). I did this since all other religions have unique Wonders that can be built, but Indigenous Religion is by design much more decentralized, and needed some kind of unique boost.

In Modzilla, I was at one point tinkering with culture, and instead replacing it with the concept of terror - The more fear you generated the more likely cities would flip to join you (better than being slaughtered by you). I abandoned this for now as it was proving difficult to implement and distracting me from the core of the mod, but I may revisit it later. Specifically the Kong natives would enslave their enemies and bring them as an offering to Kong, where he would eat the offering, and the neighboring cities would now be more terrified than before that they would end up as the next meal...

Anyways, my apologies for the unintentionally false info, I am getting old and misremember things often
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Last edited by Gojira54; May 17, 2012 at 05:50 PM. Reason: I should have quoted Civinator, not Ozy... see, I'm old!!!!
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Old May 17, 2012, 09:50 PM   #13
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Quote:
Originally Posted by Gojira54 View Post
Civinator I stand corrected and apologize for my faulty memory. I was surprised when I read your post, as I remember testing this exhaustively, and using CCM as an example of how to do this. I pulled up my old (Pre-crash) version of Destiny Reborn that had this, and yes, you are correct.

The Civs in DR that have Indigenous Religion can build an Altar of Sacrifice, which generates a unique and unbuildable and somewhat weakish Warrior Priest, who can "enslave" it's defeated foes into yet another unique unit that can only be achieved through Warrior Priest enslavement. This unit is the sacrificable "Culture Bomb" I was referring to, although in the case of DR it is a much more modest boost of 100 (not 4000!). I did this since all other religions have unique Wonders that can be built, but Indigenous Religion is by design much more decentralized, and needed some kind of unique boost.

In Modzilla, I was at one point tinkering with culture, and instead replacing it with the concept of terror - The more fear you generated the more likely cities would flip to join you (better than being slaughtered by you). I abandoned this for now as it was proving difficult to implement and distracting me from the core of the mod, but I may revisit it later. Specifically the Kong natives would enslave their enemies and bring them as an offering to Kong, where he would eat the offering, and the neighboring cities would now be more terrified than before that they would end up as the next meal...
(
Gojira, I assume by Kong, you mean the Giant Ape of Skull Island. That is a very interesting concept to use. And by having Kong eat captives, they do not have to sacrifice one of their own. Be nice if you could work into that some way of bonuses for sacrificing a blond woman, preferably young and pretty, verses a standard tough, ugly male.
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Old May 17, 2012, 10:33 PM   #14
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well I used the in-game princess unit when testing it out.... only issue was when the enemy was enslaved, the very backwards natives would apparently do a sex change on the enslaved soldier to make them cute and princessy. Apparently they're are way ahead of their time with plastic surgery.
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Old May 17, 2012, 10:59 PM   #15
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Quote:
Originally Posted by Gojira54 View Post
well I used the in-game princess unit when testing it out.... only issue was when the enemy was enslaved, the very backwards natives would apparently do a sex change on the enslaved soldier to make them cute and princessy. Apparently they're are way ahead of their time with plastic surgery.
So, my idea was not new to you then. Have to be careful with these backward natives. They know what Kong really likes, and want to make him very happy. And there is evidence of some advanced surgery being done, especially in the Americas, in the first Millenium, AD.

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Old May 20, 2012, 10:34 PM   #16
Mithadan
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Interesting! The enslaved unit has a shield cost of 10. I'll try upping it and see what happens. Thanks!

Edit: yup, that works! Thanks guys.
Okay, so this is weird: in a size-2 city that I recently conquered from the Mongols, sacrificing a (Babylonian) enslaved unit yields 0 culture even though I have built an improvement that doubles culture from sacrifices.

But in a size-12 city that I've had since the beginning of the game, sacrificing an enslaved unit yields 60 culture (this city also has the doubling improvement).

The enslaved unit has a build cost of 15.

Any idea why there might be this discrepancy? Do cities need to be larger to get culture from sacrifices?
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Old May 21, 2012, 12:01 AM   #17
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Wild guess: You are under some facist-like goverment that doesn't allow culture growth in foreign cities?

BTW your avatar isn't howing..?
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Old May 21, 2012, 12:24 AM   #18
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Yes, in government Fascism "culturebombing " is only working, if the majority of the inhabitants of a city are from your own civ. Of course it is the same with each modded government, that uses the "xenophobic"-flag.
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Old May 21, 2012, 05:52 PM   #19
Mithadan
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Oh! I should check that. I've got a modded "Despotic Monarchy" government at present, don't know if it's flagged xenophobic or not.

Edit: yup, the government is flagged xenophobic. Good to know, thanks!

As to my avatar, it stopped working a while ago, then it seemed to work for a week or two, and now it's back to not working again. Not sure why.
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