Allied militaristic CS "stop spawn units" command

And, can somebody explain this please?
That's the random bit.

The actual number of turns has a random number of 0 to (3-1), ie 0, 1, or 2, added to it

There are some policies you can adopt that change the spawn rate eg if you share a common enemy
 
It's random every time between each unit

So you could get the first unit at (19-3+2)/2 = 9 turns and the second at 19-3+0 = 16 turns (where the bits in blue are the random factor)
 
It's random every time between each unit

So you could get the first unit at (19-3+2)/2 = 9 turns and the second at 19-3+0 = 16 turns (where the bits in blue are the random factor)
Random number added (0, 1 or 2) and for the first unit it's -50% turns? So, you always get first unit 50% faster, right? And next units not earlier than 16 in this example. Unless social policy or common enemy? Am I get it correct?

And, what social policies boost that?
And, does it matters if there's more than one common enemy?

Maybe I'm too curious, but why randomizer written as
0 to FRIENDS_RAND_TURNS_UNIT_SPAWN(3)-1
when it would be more logical to write it as to
0 to FRIENDS_RAND_TURNS_UNIT_SPAWN(2)

unless it's
0 to 3 -1 (which is from -1 to 2)?
 
Short answer: Because ...

Longer answer: ... the random function is C++ based, and in C++ everything starts at 0.

Length("everything") is 10, but the indexes of the letters are 0 to 9, which is 0 to length-1
 
The only policy I'm aware of that affects unit gifts is the Autocracy level 1 policy United Front: "Militaristic City-States grant units twice as often when you are at war with a common foe"

Note that if you are allied to the CS, it is at war with anyone YOU are...

Dunno if multiple enemies has a further effect, but I tend to doubt it, that could get really OP!

Crus8r
 
@Smokey McDope: Thanks for the reply to my post. Sorry that another poster jumped all over you for it.
 
Short answer: Because ...

Longer answer: ... the random function is C++ based, and in C++ everything starts at 0.

Length("everything") is 10, but the indexes of the letters are 0 to 9, which is 0 to length-1

Thanks!

Last question: can you confirm that counter resets, (not paused) when you tell CS to stop spawning units?
 
beetle,

I told CS to stop spawning units. It's 5 turns before Machinery and 10 turns before TA finished. Next turn I'll tell CS to resume spawning units, as you suggest

By the way, will Longbowman keep +1 range promotion when upgraded to Gatling gun? Will I have Gatling gun with range 2 later on? :)
 
can you confirm that counter resets, (not paused) when you tell CS to stop spawning units?

Errr, I could be reading the code wrong, but the answer appears to be "neither".

The counter keeps decrementing while you are at least friends. If it hits zero and you have disabled unit spawning, you just don't get the unit.

But yes, upgraded longbows are gattling guns with range two (same as if you give range to normal cross-bows. Ranged Chu-Ko-Nu, or Logistic'ed Long-Bows, upgraded are lethal! - Especially if they started out as goody hut upgraded Scouts!!!)
 
The counter keeps decrementing while you are at least friends. If it hits zero and you have disabled unit spawning, you just don't get the unit.
So, what happening next? If counter hits zero and unit spawning disabled? Counter start "ticking" from the beginning, or stays at zero until you resume spawning units and get a unit next turn?

And what would you suggest in my situation? Wait until Machinery finished and then resume? Or resume after it been 1 turn disabled?
 
By the way, will Longbowman keep +1 range promotion when upgraded to Gatling gun? Will I have Gatling gun with range 2 later on?
Yes, they keep the promotion. But are you counting Longbows as having range 3 or 2? The cats will be one less than that.

The counter keeps decrementing while you are at least friends. If it hits zero and you have disabled unit spawning, you just don't get the unit.
Ugh, the worst. @mrddt, then the only way to control for timing then for the UU is by controlling when you first hit ally status (which is not always something the player has the good control over). @mrddt, you will still get your first gift before you unlock Machinery.
 
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