TheNiceOne
Emperor
I believe most PRNG's take their original seed from the system timer, that is the number of milliseconds since the computer started up. So if you manage to start two different games at the exact same millisecond after startup, you'll get generated the exact same map etc.Originally posted by Tassadar
Beamup
Do you know where rpng take their seed ? fluctuation in power supply, clock, natural radioctivity ?
Once you know where the random seed is taken ( and understand its mathematical behavior) and know the programm then you know which number is next. right ?
However, there is a possibility of not doing this seeding, and instead start off with the number that happens to be in the correct place in memory, a number that may have been set when the program started - and therefore will have the same value each time. I remember from my old game programming where I needed to call the randomize function which picked a seed. If I didn't call randomize, I would get the same start point each time I ran the program. Great for debugging, but terrible for real use. I have actually read about lottry programs that did exactly this, which probably is part of the reason for not using programs to compute lottery number.
There are probably other reasons as well, like the fact that a programmer could make the program pick a special seed on a special future date (in which some of his family would have selected those lottery numbers), and the fact that people would start to question the validity of the random generator ("9 has come out 7 of the 10 last times, the RNG must be incorrect!).
None of these reasons disqualify CIV's RNG in any way, although we see a lot of whining like "a spearman beats 4 swordmen - the RNG is faulty", when the probability of such an occurencer is pretty high and the whining only shows that it's the player's imagination that is faulty.