C3C Deity Tips

Smirk said:
After playing with Moonsinger's map I get the same results. I then tried getting contact first, didn't change. Trading, not keeping the first city. I only got a respawn once. How did you go about your tests Moonsinger?

I will test it again tonight. I didn't do anything out of the ordinary. Basically, I destroy them, they come back, I destroy them again...and again. Btw, I didn't mod this game much. I just used the editor to create that map with railroad everywhere, then I set the cost for producing horseman to 1 and turn off the FOW. That was it. This SAV file was on chieftain level.
 
I also get that I destroy them on 2nd attempt.. even if i raze a town, then take a town next turn, and then finish them on the 3rd turn, they are gone when I kill them off 2nd time..
 
Moonsinger said:
I will test it again tonight. I didn't do anything out of the ordinary. Basically, I destroy them, they come back, I destroy them again...and again. Btw, I didn't mod this game much. I just used the editor to create that map with railroad everywhere, then I set the cost for producing horseman to 1 and turn off the FOW. That was it. This SAV file was on chieftain level.
Pretty similar to what I did, I created a grassland map using "Clear Map", railroaded everything, gave Player 1 a stack of Modern Armour, and put it in Debug mode (I.e. turn off the FOW).
 
Btw someone made a similar comment, and though I did not test this, from personnal experience :
When an AI dies and respawn, his units do NOT get teleported to respawn location, instead he gets a new stack (the old ones die), predetermined by difficulty levels, it seems.
 
The details on respawning AI civs:
~AI civs can only be respawned once.
~For an AI civ to respawn, there must be an unclaimed, unoccupied tile on the same continent as the one where it was eliminated (by killing it's last settler or last city) and no other civs can have territory or units within a 5-tile radius of this tile. The tile must also allow cities to be built upon it (i.e., no mountains/water using default rules).

The respawned civ loses the following:
All embassies/spies
All units
- All colonies

The respawned civ gets the following:
1 city
3 defensive units
1 offensive unit
1 settler/start unit 1
1 worker/start unit 2
All bonus starting units based on difficulty level
Their gold is increased by starting_gold X 10 (i.e., 100 gold using default rules).
Everything else (culture, at war, techs, etc.) remains unchanged
 
I dont know why you copy pasted this, as somebody already posted a link, and some info on it has already shown to be wrong (spawning only once, and Im pretty sure the at war status changed in my games too, they spawned at peace with me)
 
Sorry I must have missed that one.

However you are incorrect on them respawning with a changed war status. At least on small and tiny chief games the ones that I have booted and have respawned I have still been at war with. This is on C3C
 
Update on the Respawn Test:

You guys were right and I was wrong!:cry: I have tested it over and over again and the same civ die the second time (in C3C v1.22). I must have been seeing things before....that has been known to happen to me every now and then...you know...seeing things when there is really nothing! Oh well, it could have been worst because I swear I have seen God a few times too....I must be dreaming again. Now, you know....next time if I say I saw something, always ask for solid proof.
 
Moonsinger said:
I must have been seeing things before....that has been known to happen to me every now and then...you know...seeing things when there is really nothing!
There is something damn peculiar going on. Our testing indicates there's a 2 elimination cap, but we have multiple posters stating memories of wiping out Civ X more than twice at some point in their playing careers. That includes me!!! I wonder if they raised the cap with some version/patch and then lowered it back down?
 
Well, I have also memories of wiping out civs more than twice.
But, if I think more about it, these cases could be explained by the settler they gain upon respawning.
 
You know what, that's probably it. The times I remember "killing" off a civ more than once there were gaps of multiple turns that it took to get my forces to the new spawn. More than enough time for the Settler to slip away under the FOW.
 
Oh well, though I couldn't collect 2000 gold and 60 workers per turn, I have adapted a new tactic for dealing with respawn civs during the last few day. So far, it's working really great (especially on Chieftain). Yes, I have actually tested this one out.

Step#1: Capture all their workers and settlers, take their capital and all their cities to wipe them out the first time - I gain at least one extra city here.

Step#2: Of course, they will respawn again the second time. Just simply wait for about 6 turns later then check to see if they have build their second city yet? Since they respawn with an extra settler, it usually take them any where between 5 to 9 turns later for them to setup the second town.

Step#3: Make peace and demand their second town. Of course, they will hand it over (unless it sitting right on a gold mine or something).

Step#4: Since the second city that they just give me is usually about 5 to 7 tiles away, I use it to rush some troops and send them out to destroy that same civ the second time. Previously, I was hopping to destroy them again and again...and eventually colonize the whole map this way - this would help me to speed up territory gain to boost up the score at the early stage.

If they would have repawn infinitely, that would be really nice. Since they usually repawn to a far away and unexplored region, by using this tatic, I could easily get a foothold on any remote island (before the age of navigation) or any remote region of land for that matter.
 
About the cap, is the conclusion that they can only respawn twice in all, or twice per turn?
(I am pretty sure I have seen civs respawns 3 or 4 times a couple of times, in this latest patch version)
 
It seems that they can be *destroyed* only twice on these maps, but like other posters I recall destroying civs more than twice before. It may be map dependant, or version.

The gist of Moons strategy above is exactly what I was doing in my milk attempt back when PTW first came out, I was playing the vikings and I was able to respawn civs all over the map, many times.

Unless someone beats me to it, I will try this using PTW, then using bigger maps.
 
Smirk said:
It seems that they can be *destroyed* only twice on these maps, but like other posters I recall destroying civs more than twice before. It may be map dependant, or version.
Are you sure you got the message about destroying the civ more than twice? Or could you maybe have taken the last city a few times when there was still a settler wandering around? I'm just wondering if this might be the source of confusion (unless it really is possible, which at this point I still doubt ;)).
 
Im sure its possible, because they kept getting the 100 gold, and I kept bullying them for it.
 
If the AI has only a Settler left, they'll get all start boni again once they found (free units, cash). That can be pretty disturbing in a Conquest approach on Emperor and above - you thought you killed them, and suddenly there's a new capital right next to your borders (in this case, the AI is programmed to found the city where the Settler stands), with 12 TOWs...
 
Doc Tsiolkovski said:
If the AI has only a Settler left, they'll get all start boni again once they found (free units, cash). That can be pretty disturbing in a Conquest approach on Emperor and above - you thought you killed them, and suddenly there's a new capital right next to your borders (in this case, the AI is programmed to found the city where the Settler stands), with 12 TOWs...
Thats interesting!!
Since I have done any testing but only based on memory, maybe something like this happened...
 
Doc Tsiolkovski said:
If the AI has only a Settler left, they'll get all start boni again once they found (free units, cash). That can be pretty disturbing in a Conquest approach on Emperor and above - you thought you killed them
Civ tells you when you eliminate a civilization. (That's how you can tell there is still a Settler somewhere!).....and if you have Respawn ON, you presumably want the Money and/or MGL farming potential that goes along with it!? :)
 
Doc Tsiolkovski said:
If the AI has only a Settler left, they'll get all start boni again once they found (free units, cash). That can be pretty disturbing in a Conquest approach on Emperor and above - you thought you killed them, and suddenly there's a new capital right next to your borders (in this case, the AI is programmed to found the city where the Settler stands), with 12 TOWs...

That's the bug I gave a link to in my last post ..
 
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