Civ 2 1-pager tech tree

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Fundamentalism (tech)
Fanatics add: (with Fund. govt)
Fundamentalism (govt)
Can build Fanatics add: (with Fund. tech)

Explanation: Fanatics can be built only if you have both the Fundy tech and the Fundy government (for example Fundy govt from the SOL is not sufficient).

Originally posted by starlifter
Only 2 wonders affect tithe: Michelangelos Chapel, and JSB. I expounded on that in my reply to Nethog.
JSB = +2 tithe, MC = +2 +3 or +4.
So it looks that the logic is that
tithes=number of citizen that would be converted.
(Did I understand the MC +2, +3, +4 well?)
In other words, Mike is not fully equal to Cathedrals in each city.

Suppose you have a cathedral AND Mike. Will both produce tithes under Fundy? (I guess yes...)

Originally posted by starlifter
This is why I don't like quantifications iin a summary sheet.... the wording is long and awkward to get correct, and the foumulas and explanations are not any easier or more concise.
I agree. I think the chart should be an overview first rather than a complete info. An overview should be as brief as possible so that it is synoptical.
Originally posted by starlifter
If a communist city (without a courthouse) is 13 or more squares from its capital, the the price of revolting/subverting that city is the same; costs closer to the capital are unaffected."
:confused: Where did you get the 13? In my opinion cities with distance higher than 11 have the dist. shortened to 10; cities with dist. lower than 11 are unaffected by communism.
Originally posted by SlowThinker
This is not correct.
Price of enemy bribing some of your cities is increased. (The max. distance is lower, and so there is no effect for cities that are close to the capital and very far from the capital. Only cities with the distance from 11 to 16 are affected).
I was wrong. Cities under 16 are affected too, of course.
Originally posted by starlifter
"Courthouses increase the cost of revolting/subverting any non-Democratic city without a palace. Exception: Communism costs never exceed that of a city 13 tiles from the capital."
:confused: , the same strange "13"
Originally posted by starlifter
I just noticed.... your Courthouse Improvent comment is wrong!
I suppose you mean
e.g. revolt costs 50% more for a city 6 sqs from capital.
I think it is correct (for a city of distance 6). But I consider the whole sentence as superfluous.
Nethog, IMHO your reference pack should notify about the individual features, not elucidate them completely. The reader will always have to go to Info: dip/spy if he will want to know details.
 
I've been a bit slow, it seems! I read the newest version, but have nothing to add to all the comments that have already been made in this thread. :scan:
 
So it looks that the logic is that
tithes=number of citizen that would be converted.
(Did I understand the MC +2, +3, +4 well?)
In other words, Mike is not fully equal to Cathedrals in each city.

Suppose you have a cathedral AND Mike. Will both produce tithes under Fundy? (I guess yes...)


1st part, yes (Tithes=# citizens that would be made content, except Shakespeare)

The rest: No. I did not clarify enough.... Here's more:
- MC = +2 if Communism discovered by you (no Theology yet).
- MC = +3 if No Commie, No Theology or both commie and theology.
- MC = +4 if no Communism , but Theology.
- JSB = +2 art all times
- Shakespeare = +0 at all times.


Where did you get the 13? In my opinion cities with distance higher than 11 have the dist. shortened to 10; cities with dist. lower than 11 are unaffected by communism.

My bad. :eek: I must have been daydreaming. The 13 refers to the (10+3) diatance in the foumula. The number 10 is the max distance under Commie.

I suppose you mean
e.g. revolt costs 50% more for a city 6 sqs from capital.
I think it is correct (for a city of distance 6). But I consider the whole sentence as superfluous.
The 50% for 6 squares example is relative to what? The 50% is misleading because many people think a courthouse bribe cost by 50%, which it most definately do! That's due to the (DIST + 3) factor in the denominator. A courthouse is best just left with saying it cuts the revolt/subvert costs.


Nethog, IMHO your reference pack should notify about the individual features, not elucidate them completely. The reader will always have to go to Info: dip/spy if he will want to know details.
I agree :)
 
Originally posted by starlifter
The rest: No. I did not clarify enough....
Maybe it is me who wasn't clear:
Originally posted by SlowThinker
In other words, Mike is not fully equal to Cathedrals in each city.
I wanted to say: A Cathedral gives you always 3 tithes, but Mike gives you 2, 3 or 4 tithes. So Mike is not equal to Cathedral in this aspect.
Originally posted by SlowThinker
Suppose you have a cathedral AND Mike. Will both produce tithes under Fundy? (I guess yes...)
?
The 50% for 6 squares example is relative to what?
to the cost without a courthouse. But this is not important:
A courthouse is best just left with saying it cuts the revolt/subvert costs.
:) I agree.
 
Suppose you have a cathedral AND Mike. Will both produce tithes under Fundy? (I guess yes...)

This may just be a problem is how we interpret the same English (English sometimes has 2 meanings in the same sentence): :(

Meaning#1: Does MC tithe +2. +3. or +4? Yes! Done a Cathedral tithe +2, +3 or +4? Yes! They both do... :)
Meaning#2: Does MC and Cathedral tithe separately and cumulatively? Heeeeck no!! If you hae both MC and a Cathedral, you only get a single +2, +3, or +4 :eek:


by SL: The 50% for 6 squares example is relative to what?

Ans by ST: to the cost without a courthouse. But this is not important

Well your computation is incorrect! The answer for a Distance=6 is 67%!! Not 50%!!

Using Algebra to make a simple formua: Cost of revolt with CH compared to withOUT CH is (DIST + 6)/((2*DIST + 6)

12/18=.67 or 67%

Game testing works out to 4389/6327=67%

The game matches theory!

DIST ---> Ratio
1 - 100%
1.5 - 83%
2 - 80%
2.5 - 77%
3 - 75%
6 - 67%
9 - 62.5%
12 - 60%
15 - 58%
16 - 58% <---- you cannot go lower than dist = 16 !!!!!!

Moreover, 58% is the minimum cost ratio!! You can never reach 50% if the courthouse is the only difference!!

This above info I have stated is is all correct, if the courthouse is the only variable...

:)

EDIT: Added some boldface to emphasize the cost of revolt with CH divided by the cost without a CH, pust the Dist = 16.
 
Starlifter and Slowthinker, thanks for the feedback - I am going over it and will try and have 0.95 by tomorrow. I will likely post several questions first however!

Quote by Starlifter:
Well your computation is incorrect! The answer for a Distance=6 is 67%!! Not 50%!!

Well based upon the formula you gave me, I still get 50% higher revolt cost at 6 squares!

The formula you provided (page 1 of this thread)

R=C*(G+1000)/(D+3)

this for a city without a courthouse. You stated that if the city has a courthouse D is halved, which makes sense since the value of R above would increase. So we can write the cost of revolt WITH a courthouse as follows:

RC=C*(G+1000)/(D/2+3)

Now for a city of a given size and a given amount of gold we can write the two formulas as follows:

R=K/(D+3) and RC=K/(D/2+3)

So the ratio of the revolt cost with a courthouse to without is:

RC/R=(D+3)/(D/2+3)

so for a distance of 6, RC/R=1.5!!! Hence the revolt cost of a city with a courthouse is 50% more than a city without for a given city size and amount of gold. In the limit (as D gets very large, the ratio approaches 2)

Using Excel I generated the following table:

D RC/R
1 1.14
2 1.25
3 1.33
4 1.40
5 1.45
6 1.50
7 1.54
8 1.57
9 1.60
10 1.63
11 1.65
12 1.67
13 1.68
14 1.70
15 1.71
16 1.73
17 1.74
18 1.75
19 1.76
20 1.77
21 1.78
22 1.79
23 1.79
24 1.80
25 1.81
26 1.81
27 1.82
28 1.82
29 1.83
30 1.83
31 1.84
32 1.84
33 1.85
34 1.85
35 1.85
36 1.86
37 1.86
38 1.86
39 1.87
40 1.87
41 1.87
42 1.88
43 1.88
44 1.88
45 1.88
46 1.88
47 1.89
48 1.89
49 1.89
50 1.89

Conclusion?
So as D gets big revolt cost drops, however having a courthouse has a bigger effect on the revolt cost of more distant cities then it does on closer ones.
 
So the ratio of the revolt cost with a courthouse to without is:

RC/R=(D+3)/(D/2+3)

so for a distance of 6, RC/R=1.5!!! Hence the revolt cost of a city with a courthouse is 50% more than a city without for a given city size and amount of gold. In the limit (as D gets very large, the ratio approaches 2)

You stopped two algebraic steps short of reaching the formua I explained earlier. If you multiply your ratio by One (e.g., 2/2) you will get:

2D+6
--------
D+ 6


This is the inverse result of what I explained earlier. :)

Simply put:


"The cost of bribing an enemy city is cut by _____% if you kill it's courthouse." (NOTE: this is how you compute the amount of gold you will save by losing/risking a dip/spy)



or:

Cost of Revolt WITH Courthouse
----------------------------------------------
Cost of Revolt withOUT Courthouse


or:


D+6
----------
2D+6




This is how I personally consider the courthouse issues in a game. Others may chose the mathematical inverse :).

The reason I look at it this way is to decide if it is worth is to have a spy/dip kill the courthouse before revolting the city.

EXAMPLE:

It costs 6,000 gold to revolt a city. We know it has a courthouse. The distance is exactly 6.0. Shall we kill the Courthouse or pay extra to revolt right thru it?

Multiply the ration as I have shown, and that gives you the cost. If you are 6 squares away, then kiling the Courthouse will save you 2,000 gold (or 67%). The revolt cost is therfore 4,000, and you got the city for only 4,000g/6,000=67%. It will not save 50%.

If you look at it as the builder, then use the inverse:

1 divided by 0.67 is 1.50 .....

So from a builder's perspective, it might be better to say that "My courthouse in a city that is exactly six and only six squares from the capital to the dip/spy location makes it 50% more costly for that dip/spy to do me the dirty."

Now before you get wrapped around the axle any more, a lot of people believe either killing a CH will save 50% to revolt an enemy city, or building a CH will make it 50% more to revolt. my own city. Both statements are false, and any examples using 50% in a reference sheet are confusing for those that don't know better.

I have re-read your original beta 0.94 statement carefully, and I now do agree that it is correct in the single circumstance of Distance=6.0, as it is talking about the issue from the Builder's perspective. So it is accurate, but IMHO clumsily worded and misleading -- because it starts by talking about cutting the distance, then using an increase in bribing cost. Technically correct, but without a complete formula and full explanation of all the exceptions and modifications, there is no reference most players to figure out. And because of the 50% figure, it implies CHs=50% in general.

I still suggest it be totally removed (and no example used in its place), though it is in fact correct statement for that one particular distance, when viewed from the owner's perspective.

I also think it is best not to raise issues like distance in an unknown and unreferenced formula.



BTW, In SP games, I personally never ever build CHs for the purpose of helping prevent the AI revolting my cities. ;) My only concern is AI courthouses and the decision to risk/use more spies to kill their courthouses before revolting/subverting their AI city. :)


As to your table, it is an exercise in mootness past dist=16. The max distance is capped at 16. It used to be 32 in early Civ 2 versions. Of course, there are lots of modifier that can be applied to a distance, but the max distance being modified is 16. All your numbers are simply the inverse of teh explananation I gave earlier.... there is no underlying computational result difference.

As a reminder for everyone, remember diagonals are 1.5, not 1.0 :).

(as D gets very large, the ratio approaches 2)

Or inversely, it approaches 0.5 ;).
 
Originally posted by starlifter
I have re-read your original beta 0.94 statement carefully, and I now do agree that it is correct in the single circumstance of Distance=6.0,...
:) Fortunately I didn't study the preceeding debate carefully and I continued my first reading forward.
I still suggest it be totally removed (and no example used in its place), though it is in fact correct statement for that one particular distance, when viewed from the owner's perspective.
I agree.
Originally posted by SlowThinker
I wanted to say: A Cathedral gives you always 3 tithes, but Mike gives you 2, 3 or 4 tithes.
I thought the tithes of improvements are equal to the original upkeep. I understand now.

Nethog,
I suggest to add an explanatory note under the wonders table:
Wonders don't double original improvements.

Also I would prefer to add sections with explanatory notes under each table and to move common things there. For example: delete "with 0 upkeep costs" from Wonders and add a note Wonders have 0 upkeep. The "simulated" improvement have also 0 upkeep. (translate my sentences into english :))
Reason: tables should be brief and synoptic.
 
I have put version 0.95 on my website at http://mywebpages.comcast.net/pmm1/games/games.html

Whew! After sifting through all the feedback from starlifter and SlowThinker, I think I got most of it, however I think 0.95 needs a good read - especially the governments page (and courthouse improvement ;) )

I do have several questions and a comment:

Originally posted by SlowThinker:
Zero corruption in city that has the Palace. Zero waste in city that has or builds a Palace.

SlowThinker, was there any reason that you added the word "builds" to the waste sentence?


Originally posted by SlowThinker:
Improvements:
Upkeep...(0 Fundamentalism)
Isnt the reference Special function under Fund. (see Govts) sufficient?

Well, I partially concur on your "mimimalist" concept with the charts, but on the other hand
I think some redundancy is good for newer players. This also is why in the case of SAM/SDI
I retained the comment regarding their cummulative modifiers. I think it is sometimes useful
to explicitely say some things even though they can be inferred by the information presented.

Originally posted by SlowThinker:
Monarchy:
add:
Free support up to max. of 3 units and city size

Do you mean "Free support of up to 3 units or city size (whichever is less)"?


Originally posted by SlowThinker:
You write Plains 110, be similar with extra resources produced by irrig.,
mining, roads: +101 in place of I1R1


The only problem is when you have both Irrigation and Mining as for Hills and Dessert -
do I write one line e.g. 110 or two lines: e.g. 100 and 010? By the way with beta
0.95 I have added the number of settler turns to the terrain chart: e.g. old format: I1M1, new
format: i1(10t),m3(10t). So how would I show turns if I used "110"?

Originally posted by SlowThinker:
Price of enemy bribing some of your cities is increased. (The max. distance is lower,
and so there is no effect for cities that are close to the capital and very far from the capital.
Only cities with the distance from 11 to 16 are affected). See 3.11 in Info: diplomats and spies.

The price you pay for some enemy units is increased.
(Similarly the max. distance is lower, and so only cities with the distance from 11 to 16 are affected).
See 4.10 in Info: diplomats and spies.

Isn't it just "11 or greater" since the cities that were over 16 sq away are all now considered 10 away? Please check out the governments page.

Originally posted by starlifter:
If you set the slider above 50% in Fundy, the 10%, 20%, or 30% is simply
truncated. It is not recovered in taxes or Lux. You should never set Fundy
above 50% science. Raise the Tax ot Lux instead.

Ok, but what does "all science halved" mean? - is the number of actual beakers under Fundy
1/2 * 50% * # arrows?

Also, under Fundy, do luxuries get converted to Tithes or do they just have their normal effect?

Originally posted by SlowThinker:
The "simulated" improvement have also 0 upkeep.

If you have a wonder that gives the benefit of a city improvement, but you also have the corresponding
city improvement, do you still pay the maintenance for the actual improvement? (I would think yes)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
For the techs that "cancels" something (e.g. Electricity - cancels Great Library) does this only happen when you research the cancelling tech, or does it occur when the first civ researches the tech?


My comment on Formulas:

I guess the problem I have with statements like "increases the cost of revolting ..." is that you have no idea how much "increase" really is. For example, does it increase the cost by 1% to 5%, or from 10% to 50%, or 300% to 500%???? etc, etc. How do I know what payback I am getting for my hard-earned shields? "increases" on its own is totally meaningless. The revolt cost formula is pretty basic and a increase range can be specified, for example, "Adding a Courthouse increases the revolt cost of the city by 14% (at 1 sq from its capital) to 73% (at 16 or more sqs from its capital". Starlifter, regarding your point about the builder vs conquerer percentage - as long as the sentence stating the percentage clearly worded I don't see an issue with using either (except you probably want to state the one most players would use most commonly). But to avoid an international incident ;) I removed the percentage, however I would ask you to consider what words could be used to quantify the meaning of words like "increases". For example. Looking at the corruption rate of Communism as shown in Starlifter's thread, I would say that "very low" should be "virtually zero" if under all conditions it is only a percent or two.

Anyway, that's my opinion, but hey, I did remove the courthouse percentage anyway (for now !! :lol: )

Thanks again SlowThinker and Starlifter for your excellent feedback!
 
Originally posted by starlifter:
----
quote:If you set the slider above 50% in Fundy, the 10%, 20%, or 30% is simply
truncated. It is not recovered in taxes or Lux. You should never set Fundy
above 50% science. Raise the Tax ot Lux instead.
-----
by Nethog:

Ok, but what does "all science halved" mean? - is the number of actual beakers under Fundy
1/2 * 50% * # arrows?

Also, under Fundy, do luxuries get converted to Tithes or do they just have their normal effect?
Let this confusion of yours sink in real good, because when someone does not understand just how something works, it is easy easy easy to get confused!

When something is defined in terms of numbers, confusion can reign..... It is a coincidince that your example is utterly clear, distinct, and plain to me.... but it is not at all clear to a lot of Civ 2 players, including you. This is why I jumped on the Courthouse example of 50% so hard...



There are two totally separate effects of Fundy on science, applied in this order:


1. The maximum amount of science allocated is 50%, despite the fact the slider can actaully go to 60% or 70% or 80%.


Example: You set 20/70/10 T/S/L. What you get is: 20/50/10. That's it. Cut and dry -- You just pissed away 20% of your civilization's possible output that could have gone to taxes or luxuries.

If you set 10/80/10, you only get 10/50/10.

if you set 40/60/0, you only get 40/50/0.


2. Any science produced by the cities (e.g., by the slider -- which is capped at 50% despite a 60, 70, or 80 setting -- and the einsteins) is totaled, then cut in half, then that amount is applied to your ammumulation of science beakers for the next advance.

THE MOST FUNDY SCIENCE YOUR CITIES WILL EVER GET IS BY:

(#1.) SETTING 50% (or more) WITH THE SLIDER, THEN

(#2) CUTTING THAT 50% (max) RESULT OF #1 IN HALF.


Revision 1.07 added the #1 part, btw. That is why the Prima Guide and most people have no clue.

PS, someone can modify both #1 and #2 in the rules.txt. I've posted about that in other threads :).




your reply to ST:
but on the other hand
I think some redundancy is good for newer players.
I agree with you on this issue for the parts of Civ 2 that are confusing to newer players. Redundancy should be used in instances such as the SDI effect, and not left to confusion by the reader.


now.... that said, I don't think your summary charts should delve into equations. That defeats the purpose. Civ 2 cannot be totally and completely summed up on one crystal clear page. Stick to the theme of stating facts, and stating them as succinctly as possible. Avoid trying to use huge jumbled all encompassing sentences. There are too many exceptions to do it justice, and your summary gets wrapped around the axle.

SKIP THE EQUATIONS. IT TAKES PAGES AND PAGES TO EXPLAIN ALL THE DETAILS OF EACH CIV 2 FUNCTION... JUST LOOK AT POLLUTION, FOR EXAMPLE... OR BRIBERY... OR SUBVERSION... OR CORRUPTION....

State the general effect, and skip the numeric quantifications... you will only confuse people. Let them seek out details if they want. You yourself are even now confused by a basic and clearcut issue like the 50% Fundy numbers.

You do need to summarize the effect of Fundy on science... and you can do it succinctly, as we've suggested. Don't get bogged down with examples in your bullets. You are not writing a Prima Guide #2 (are you ;) )....

This is all my input... you are really free to take or disregard the above advice, it's up to you. :)






Also, under Fundy, do luxuries get converted to Tithes or do they just have their normal effect?

If I understand waht you''re asking: heck no. Luxuries have nothing whatosover to do with tithes... how did you get that idea? I ask how, because it might point to something that confuses average players. whatever it is, stomp it out of your mind! Tithes have nothing at all to do with luxuries, and vice versa.



If you have a wonder that gives the benefit of a city improvement, but you also have the corresponding
city improvement, do you still pay the maintenance for the actual improvement? (I would think yes)
You bet your boots. Ditto for improvements that duplicat other improvements, like PP/HP/NP/SP/RC. If you got it in your city, you pay (unless in Anarchy, or Fundy, or have Adam Smith for all/part payments).









For the techs that "cancels" something (e.g. Electricity - cancels Great Library) does this only happen when you research the cancelling tech, or does it occur when the first civ researches the tech?

LOL, you have played Civ 2 before, right ;) (joking!). Answer: When any civ discovers the cancelling advance, that's the end of the wonder's effects.



I guess the problem I have with statements like "increases the cost of revolting ..." is that you have no idea how much "increase" really is. For example, does it increase the cost by 1% to 5%, or from 10% to 50%, or 300% to 500%????

ANSWER: There are many other things that people don't know about civ... you cannot cram it all into a few bullets! Don't try. Let the reader seek details like that out.
Make a general, and correct, statement about trend and let it go. DO NOT QUANTIFY things like that. You will get it wrong (e.g., not cover all possible exceptions and number), and it will be confusing!


Looking at the corruption rate of Communism as shown in Starlifter's thread, I would say that "very low" should be "virtually zero" if under all conditions it is only a percent or two
Sure... use whatever proper relative terminology you want. Do not use actual example numbers or equations or a lawyers all-encompassing massive defiinition, though ;).




Anyway, that's my opinion, but hey, I did remove the courthouse percentage anyway (for now !!

GET RID of that whole example. :D It is not in keping with a facutal summary sheet. Examples are confusing, esp. out of detailed context.

Use only factual numbers, like the Fundy numbers, to dryly and clearly state what things like Fundy do. You cannot summarize the effect of courthouses into 5 examples, much less only one.

:)
 
Quote by Starlifter
Quote by Nethog:
For the techs that "cancels" something (e.g. Electricity - cancels Great Library) does this only happen when you research the cancelling tech, or does it occur when the first civ researches the tech?
LOL, you have played Civ 2 before, right (joking!). Answer: When any civ discovers the cancelling advance, that's the end of the wonder's effects.

Shhh! Don't tell anybody! ;)
All kidding aside, my introduction to Sid Meier's TBS games started in 1999 with I purchased Alpha Centauri and Alien X-fire. I absolutely LOVED the genre. After playing SMAC/X on and off for a couple of years, I became interested learning more about the heritage of SMAC/X, so about a year ago I purchased Civ2 MGE and played it for 3-4 months. So for the past 8 months I have not played Civ2 up until now - working on updating my original reference material has got me interested again, and I just started a new game. This is why some of my questions may appear a little basic, however a lot of the corrections/additions you have provided have really cleared up a few things, and made me second-guess a few things I thought I did know (like my question quoted above).

When something is defined in terms of numbers, confusion can reign..... It is a coincidince that your example is utterly clear, distinct, and plain to me.... but it is not at all clear to a lot of Civ 2 players, including you. This is why I jumped on the Courthouse example of 50% so hard...

I don't think there is any need for jumping on anyone - constructive dialog is important, challenging opinons, and also having an open mind. It seems that most of your feedback on the issue of this topic is that it has no place in a reference pack, so lets just forget that part of the discussion, and I likely won't include numerical info with respect to formulas in the ref pack. But I am personally curious about the characteristics about some of the equations used in Civ2. Using Revolt Cost as an example - we have what appears to be an accurate formula (non-linear with respect to the D variable) and a programming team's implementation into the game using a bunch of "if-then-else" statements and "gotos". So we have a bit of a black box since we don't have Civ2 source code, and things like the cap on "D" which of course can mislead anyone trying to use the formula. Perhaps there are other effects which you haven't pointed out yet, or you yourself are not even aware of. As I pointed out earlier in this thread, there are characteristics, ranges, and percentages that can be developed that provide useful information. What is factually is wrong with "Adding a Courthouse increases the revolt cost of the city by 14% (at 1 sq from its capital) to 73% (at 16 or more sqs from its capital)". There is no denying that from a mathematical perspective it is an accurate statement, unless there are other effects (like the cap of 16 on D) that I am not aware of. (Again, forget about having this appear in the ref pack). To me this is very useful information from both a conquerer's perspective and a defender's perspective.

Quote by Starlifter:
THE MOST FUNDY SCIENCE YOUR CITIES WILL EVER GET IS BY:

(#1.) SETTING 50% (or more) WITH THE SLIDER, THEN

(#2) CUTTING THAT 50% (max) RESULT OF #1 IN HALF.

Thanks for clarifying this - I will update the reference pack to make sure this point is clear.

Quote by Starlifter:
Quote by Nethog:
Also, under Fundy, do luxuries get converted to Tithes or do they just have their normal effect?
Quote by Starlifter:
If I understand waht you''re asking: heck no. Luxuries have nothing whatosover to do with tithes... how did you get that idea? I ask how, because it might point to something that confuses average players. whatever it is, stomp it out of your mind! Tithes have nothing at all to do with luxuries, and vice versa.

Well to me it is a rational question - luxuries make unhappy civs happy - improvements and wonders that do this pay tithes under Fundy. So what effect does generating luxuries have under Fundy? Civs under Fundy are never unhappy - if I set the slider to a value under fundy am I wasting my arrows? (I would guess so).
 
So for the past 8 months I have not played Civ2 up until now - working on updating my original reference material has got me interested again, and I just started a new game. This is why some of my questions may appear a little basic, however a lot of the corrections/additions you have provided have really cleared up a few things, and made me second-guess a few things I thought I did know (like my question quoted above).

No worries.... I didn't realize you had not played in so long, and it seemed that I was just not getting thru on the courhouse issue and some rather basic stuff, and you kept asking about it. Which is fine :).

so lets just forget that part of the discussion, and I likely won't include numerical info with respect to formulas in the ref pack.
About the foumulas, etc.... as I said way back in the first page or two of the thread, when I gave a formula as a note for you to know why something was, you can put them in or not; but it makes sense not to because it is too complex and confusing, and everything can't be succinctly covered.

There are certain things in Civ 2 that confuse new players, and that's what I was hammering at. I've watched new people learn to play civ, and also remember my first civ games very well. That's why I think you pack will help people.... but most players do not sit down with a calculator and formula... other stuff is much more important in a summary sheet :). And less confusing. :eek:




(non-linear with respect to the D variable)

Or they could just use step functions.



Perhaps there are other effects which you haven't pointed out yet, or you yourself are not even aware of.
Very true. I still learn stuff from reading even new player's posts. Slow Thnker has a lot of things in a list that are unresolved, too. So there's a lot "we" as players don't know yet. But the bulk of the important stuff "we" (as a whole) do :).






quote:THE MOST FUNDY SCIENCE YOUR CITIES WILL EVER GET IS BY:

(#1.) SETTING 50% (or more) WITH THE SLIDER, THEN

(#2) CUTTING THAT 50% (max) RESULT OF #1 IN HALF.


Thanks for clarifying this - I will update the reference pack to make sure this point is clear.
This is both a confusing issue to over half teh Civ 2 players, and necesary to explain in the summary. This is an example of something involving confusing numers that must be explained because it is not properly explained in most other places, and this slider number is actually set during gameplay.




So what effect does generating luxuries have under Fundy? Civs under Fundy are never unhappy - if I set the slider to a value under fundy am I wasting my arrows? (I would guess so).
Normally, most people should set zero. If you use Power Fundamentalism:

here


then you will want to push Luxuries to 40% or so, to get happy dudes and WLT_ days.. But you get no instant growth.

:)
 
I have posted the beta 0.96 version of the reference pack on my website http://mywebpages.comcast.net/pmm1/games/games.html

There were only minor changes from the previous (0.95) release: (1) re-wrote notes Under Fundamentalism on the governments page to clarify how science works, (2) added a general note for the tech tree clarifying cancellation of wonders when a civ researches a tech.

Please review and send me your feedback - perhaps we can issues this as a 1.0 release as soon as everyone has signed-off on it!:)
 
IMPROVEMENTS:


COURTHOUSE:

Change:
Courthouses increase the cost of revolting/subverting any non-Democratic city without a palace. Exception: Under Communism, cost does not increase beyond distance=10 from capital.


Cathedral: Misspelled Fundamentalism

Recycling Center.... CHANGE: Not Cumulative; It supercedes (replaces) effect of Hydro and Nuclear anti-pollution


HARBOR: Delete "...within the city radius"


SH: Change: Increases trade in each worked and roaded land square by 50%
Increases Source City's Trade Bonus by 50%
Increases Home City's Trade Route value by 50%.

AIRPORTS: change: Allows airlift between cities with airports (one airlift per turn: in or out)

--------------


Nuke Missile: Change: "...may pollute adjacent land squares."


---------

TERRAIN

Add note: Superhighways will increase trade in each worked and roaded land square by 50% (computed before river bonus).



----------------

GOVERNMENTS


Ancient gov't move up if the celebrate, but not monarchy



Fundy: change: "... Science rate capped at 50% ...."

Change:
- Collected science (beakers) is halved.
- Caravan/Freight science not halved.

Delete: "A city in celebration will collect resources like a Republic"

Delete: "A city in celebration will enjoy the Corruption and Waste of a Democracy (i.e. zero corruption and waste)"

change: Each settler/engineer requires 2 food support




Comm: Delete "A city in celebration will collect resources like a Republic"

change: Each settler/engineer requires 2 food support



Republic: Remove: A city in celebration will enjoy the Corruption and Waste of a Communist government

CHANGE: Unless within a city (or fortress within 3 squares of a friendly city), each land & naval unit with an attack greater than zero will cause one citizen in the home city to become unhappy. Further, All bombers, missiles, and helicopters will always cause one unhappy citizen in their home city. Exception1: the first unit in each city which would cause unhappiness is exempt
Exception2: Womens Sufferage or Police Station will eliminate all unit caused unhappiness

change: Each settler/engineer requires 2 food support



Democracy: CHANGE:
Unless within a city (or fortress within 3 squares of a friendly city), each land & naval unit with an attack greater than zero will cause two citizens in the home city to become unhappy. Further, All bombers, missiles, and helicopters will always cause two unhappy citizens in their home city. EXCEPTION: Womens Sufferage or Police Station will reduce unit caused unhappiness to one citizen per unit.

change: Each settler/engineer requires 2 food support



Anarchy: Add: "A city in celebration will enjoy the Corruption and Waste of a Despotism"

change: Each settler/engineer requires 1 food support



NOTE AT BOTTOM: Change: Note regarding the meaning of ?unit? relative to Resource Support: Each unit (except diplomat, spy, caravan, freight, and a NON unit) ) requires 1 shield support.


Monarchy: Change: "Free support of up to 3 units"
change: Each settler/engineer requires 1 food support

:)
 
Nethog,

After more testing, the only governments that move up a notch are 3 of the 4 ancient gov'ts (Anarchy, Despot, Monarchy) in terms of resource collection. Monarchy and above do not collect resources at higher levels that I can verify in any tests (Civ 2 5.4.0f).... so I cut them out in the prior post.

The Above post was done wth 0.95, so there may be overlap with 0.96, but it is getting pretty close to node :) :goodjob:

I looked hard at some wording, and there are some recommended changes to a few things because of exceptions that I now figure need to be mentioned, like Demo & Republic Units Away & WS/PS.

.....
 
I put up version 0.97 of the reference pack on my website at http://mywebpages.comcast.net/pmm1/games/games.html

Quote by Starlifter:
Nuke Missile: Change: "...may pollute adjacent land squares."

So is it really true that sometimes nukes do NOT pollute an adjacent land square next to its point of impact? I assume that is why you added the word "may"?

Starlifter, I updated the governments page as per your posts. perhaps you could re-check the effects of WLT_ days on both resource collection and C&W?
---
I have another one of the questions "that someone who has not played the game for 8 months" might ask: for the Temple, Colosseum, and Cathedral: all of the effects of these improvements are modified by the discovery of certain techs, again, does it matter which Civ discovers the tech first, or is it only your own civ? This question differs from a similar one earlier in this thread which was targetted at cancellation of wonders.
 
So is it really true that sometimes nukes do NOT pollute an adjacent land square next to its point of impact? I assume that is why you added the word "may"?
Correct. A nuke neither is obliged to 100% pollute, not will it destroy all the adjacent terrain imporvements. It will never destroy the Airfield.

does it matter which Civ discovers the tech first, or is it only your own civ?
For improvements, it is when you discover a given tech. Like discover Mysticism, and you get 2 red dudes content. If the AI finds Mystcism before you, they get it but you don't/

Ditto for stuff like Electronics and Communism. The effect occurs when you find the tech.


Starlifter, I updated the governments page as per your posts. perhaps you could re-check the effects of WLT_ days on both resource collection and C&W?

I'll look at it later today :) . I think Slow Thinker is banned from all forums, BTW, and so he cannot post for now. It was a silly ban, but I guess it affects here too.
 
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