.

If we take the world map that came with Civ4 and input your calculations then we can find the relative location of the afterlife in the real world.

Brilliant, Olleus! :cheers:
 
Yikes! I don't think my computer could do that... It has a hard enough time with standard maps!

- Sligo
 
That tile must contain a real SOD! :D
 
@Head Serf: That's just for the (-x, -y) quadrant. ;-)

I'd expect the "real" map goes from (0, 0) to (w-1, h-1) where w and h are the width and height. So you'll have to add that. Or multiply the figure you got by four... "to be on the safe side." =^_^=
 
think theres an easter egg there as well?

could we see the dead guys...will they look like zombies? act as barbarians? is this a good reason to add satanism to the game? ;p
 
Meffy said:
@Head Serf: That's just for the (-x, -y) quadrant. ;-)

I'd expect the "real" map goes from (0, 0) to (w-1, h-1) where w and h are the width and height. So you'll have to add that. Or multiply the figure you got by four... "to be on the safe side." =^_^=

Nerd! .
 
It means that Heaven and Hell are located in exactly same square...
Actually, Heaven and Hell may be just identical place except for name.
Then, why should we struggle or bother to go Heaven after death?
 
2147483647 is the highest value that a variable of type int can hold in Java programming, and probably in most other programming languages too. This not only means that the afterlife is located on the southwestern edge of the universe, but that the universe is finite in its size.

Unfortunately, we are unable to prematurely visit the afterlife because the universe is also shaped like an inversed donut; trying to travel beyond the mortal plane of existence results in what one might call the "Pac-Man Effect." This phenomenon is clearly demonstrated by the attached image:

CivFromSpace.JPG




...And so, in conclusion, players of Civilization IV have way too much spare time on their hands.
 
Lord Olleus said:
btw this probably explains why you sometimes see units running off the edge of the board.

Patch your game. :)

The units running off the edge I think has to do with the x/y wrapping and the way the 3D engine works. The unit has to somehow get to the other side. Perhaps the engine doesn't allow units going going off the map.

BTW, the corrodinate that's really high is MAXLONG (its' negative value).
 
Head Serf said:
Wow, that map would contain 4,611,686,014,132,420,609 squares. So, 4.6 x 10^18.

That's like a zillion times bigger than what a double can hold in C.
 
Fibber said:

Which is to say: Engineer. =^_^= Thankew. *bow* And honorary Philosopher Bogissimus of Mathematical Worlds.

Chieftess said:
BTW, the corrodinate that's really high is MAXLONG (its' negative value).

Which is interesting, because the range of values a signed long can hold goes from -2,147,483,648 to +2,147,483,647, yet the "flag" coordinate value is -2,147,483,647. Meaning the honored dead are not at the corner of the universe -- there's one row and one column of (imagined) tiles past the heaven/hades/valhalla tile.

I do not care to speculate upon the nature of that row and that column, but metaphysicist specialists within the Civ universe might find it profitable to consider.
 
homeyg said:
That's like a zillion times bigger than what a double can hold in C.

Only for exceptionally small values of "zillion." To be precise, for 1 zillion=0.25 :-)

Range of a double (64-bit) integer:
0 to 18,446,744,073,709,551,615

Tiles in one quadrant of a grid indexed by two normal (long, 32-bit) integers:
4,611,686,018,427,387,904
 
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