Civilization V: A New World!

Dale

Mohawk Games Developer
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Mar 14, 2002
Messages
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Sid Meier’s Civilization V: A New World!

Civilization Meets Colonization, Imperialism II & Victoria…….
A Total Conversion Mod by Dale Kent



The King looked out the window of his summer palace watching the sails of many ships move around the harbor. He looked to be searching, a concerted furrow on his brow. He was worried about the reports from the southern Kingdoms of Europe and of their alliance with the Church. The Church had issued certain decrees, dictating that new lands found to the west were solely under the charge of those southern Kingdoms. He wanted a piece of it.

His eyes found the sail he was looking for. A little unassuming vessel called the Matthew departing the port and tacking westward. That little ship would herald a new age for his kingdom. A New World was about to be opened.

-----

The President sat at his desk feigning interest as his advisors argued amongst themselves. His mind kept wandering to recent events. The war in Europe and South-East Asia was over; the surrender treaties sitting on his desk were testament to the nation’s sacrifice. The leaders of the winning alliance were squabbling with each other over trivial matters of State.

Considering his nation’s history, it was a surprise to find himself in this situation. These rich fertile lands had been colonized by Europeans only 450 years earlier. Wars had been fought at home and abroad, colonies formed and swapped, native tribes had been subjugated, conquered or entered into alliance with. Exploitation of the people at the hands of greedy merchants back in Europe had led to revolution. An industrialization process turning raw resources into finished goods and world trade had helped his nation flourish. Finally resulting in the ultimate power struggle back in the Old World, allowing his nation to surge ahead of the rest of the world and claim ultimate victory.

The President’s eyes strayed to the lone sheet of paper in his handwriting listing State’s and trading partners who had pledged allegiance to him, to be under the protection of his nation. Trade and manufacturing were booming. The nation’s scientists had unlocked the secrets of atomics, computing and rocketry. Peace and security once again reigned, thanks to his nation’s efforts as the leader.
The World had entered a new era. An era of computing, rocketry, atomics and global economics with his nation as the new World Power………… A Super Power.


Coming soon:
The design phase is nearly complete, and development will soon begin. There is a private forum for this mod over at WPC, and soon the public will be invited into the dungeon.

Have a read of the attached pitch document and prepare for the ride. :)
 
Well, I love Victoria, and Imperialism, and Colonization, so I gotta say I'm looking forward to this. :D
 
Reading that doc has me wanting to play Imperialism again :)
 
I love the modding community: It's like buying ten games for the price of one. I will be following this mod closely
 
Just give me specialist units, wagons, ships, and talkative and generous natives and I am all set :)
 
I was curious about the effect of this second roll of yours, and I did some math.

Math:
Spoiler :
Assume the propability of a religion to be taken with one roll was P.

What is the new propability with this check-roll?


Surely, the Propability to be taken in the first check is P*(0.5).

The propability of the first choice to be rejected is 0.5. So, the propability for the religion to be taken on the second roll is (0.5)*(0.5)*P, which is (chance of second roll to occur)*(propability)*(chance of second roll to be accepted)

The same way, we get the propability for the religion to be accepted in the 3rd roll to be (0.5)³*P. The propability for the n-th roll is P*(0,5)^n


Summing over all these gives us the new propability:

P(new) = SUM(1 to infinity) P*(0,5)^n = P*SUM(1 to infinity) (0.5)^n = P * (0.5 / (1 - 0.5) ) = P(old)


Long story short: Your method does exactly nothing, but decrease performance. That is if my math is correct ofc.


Countersuggestion:
Spoiler :
Add a flat percentage, say 10, to each occuring religion. This could be coded by replacing the base propability with

P(new)= (P(old)+0.1)/(1+(number of choices)*(0.1))

Examples:
100% -> 100%
50% + 50% -> 50% + 50%
70% + 30% -> 66,7% + 33.3%
90% + 10% -> 83% + 17%
60% + 20% + 20% -> 54% + 23% + 23%
 
I was curious about the effect of this second roll of yours, and I did some math.

Math:
Spoiler :
Assume the propability of a religion to be taken with one roll was P.

What is the new propability with this check-roll?


Surely, the Propability to be taken in the first check is P*(0.5).

The propability of the first choice to be rejected is 0.5. So, the propability for the religion to be taken on the second roll is (0.5)*(0.5)*P, which is (chance of second roll to occur)*(propability)*(chance of second roll to be accepted)

The same way, we get the propability for the religion to be accepted in the 3rd roll to be (0.5)³*P. The propability for the n-th roll is P*(0,5)^n


Summing over all these gives us the new propability:

P(new) = SUM(1 to infinity) P*(0,5)^n = P*SUM(1 to infinity) (0.5)^n = P * (0.5 / (1 - 0.5) ) = P(old)


Long story short: Your method does exactly nothing, but decrease performance. That is if my math is correct ofc.


Countersuggestion:
Spoiler :
Add a flat percentage, say 10, to each occuring religion. This could be coded by replacing the base propability with

P(new)= (P(old)+0.1)/(1+(number of choices)*(0.1))

Examples:
100% -> 100%
50% + 50% -> 50% + 50%
70% + 30% -> 66,7% + 33.3%
90% + 10% -> 83% + 17%
60% + 20% + 20% -> 54% + 23% + 23%

Your math is right, but what you've described is not the design. :)

If a religion roll (P) fails check (*0.5) then the religion roll (P) is redone. But the design has slightly changed since this was written.

If a religion roll (P) fails check (*0.5) then the religion roll is redone less the failed religion (Q). Check is not redone.

So, if the religion roll hits Catholic, which then fails check, then the religion roll is redone but only on non-Catholic religions. This religion becomes the one taken on by the pop point.

Of course, testing will determine if this formula needs redoing. :)
 
okay, now this is really silly ;)

Assume you have two religions. Religion A has 70% chance, Religion B 30%.

Religion A now ends up at 50% (35% to win and check + 15% for B to win and fail), just as Religion B does. Now take Religion A at 95% and Religion B at 5%. Guess what happens - yes, 50-50.

I have not done calculations with more than 2 yet, but I would guess you'll equalize them as well.
EDIT: Nope. it doesn't. If you have propabilities P1, P2, P3 you get P1(new) = 0.5*P1(old)*(1- P2*P3 ) / (P1(old) + P1*P2) (quite an ugly forumla)

Examples:
60% + 20% + 20% -> 45% + 27,5% + 27,5%
70% + 20% + 10% -> 47,6% + 37,7% + 14,7%

Oh btw: Great mod Idea, I am really glad you are doing such an ambitious project! I'm sorry to argue such second rate issues, but it may save you some headache later on ;)
 
Shows my probability skills are off. :lol:

I got a C for prob in final exams, but A+ for calculus. :p

Back to the drawing board for that one. If you're able to work out a formula that takes into account the number of pops in the area (including neighbor cities) for each religion, yet still give minor religions a chance to spread, then by all means. :D
 
Countersuggestion: Add a flat percentage, say 10, to each occuring religion. This could be coded by replacing the base propability with

P(new)= (P(old)+0.1)/(1+(number of choices)*(0.1))

Examples:
100% -> 100%
50% + 50% -> 50% + 50%
70% + 30% -> 66,7% + 33.3%
90% + 10% -> 83% + 17%
60% + 20% + 20% -> 54% + 23% + 23%

It is there already. It is just an algebraic operation depending on the religion distribution (like before) and the total number of involved religions.
It basicly shifts all propabilites towards the average, i.e. to 0.5 for 2, 0.33 for three, and so on. It will never reach those though.

The 0.1 is arbitrary, you can change it as you like, depending on how far you want to smudge the distribution. I think values between 0.05 and 1 are reasonable.
 
What is better in this case is to define a distribution function instead of a probability function (because you are really interested in the distribution, the probabilty function is just a tool to get there).

First step you calculate the optimal distribution (which you would get after infinite amount of turns). For example minor religions you could give a minimum value of 3%. Shouldn't be that difficult to do and very easy to debug.

The probability function is then just a function to shift the current distribution a little bit randomly to the optimal distribution.

A church building for example could cause an increase for a the religion the church is tied to in the distribution function. Means when you build the church nothing immedeatly changes, but after a while the religion has a higher distribution.
 
I really like the concept of Super Power, where you need 3 types of "minor victory" to achieve the "major victory". This requires you to excel in at least 3 different areas. I'd like to see a mod of the normal Civ5 with that kind of victory condition.
 
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