Common Civ2 Terms: What do they all mean?

Good catch, Mercator! Thanks.

The terms are used in posts, logs, discussions, etc. The list grows as I see people having questions in various threads, or if they explicitly post a request to this thread. :).
 
7. Revolts, Subversions, & Bribes

In order to maintain this info better, I'm moving it from another thread. Several people have asked about these details, and so here they are.

Notes:
1. Sources like the Manual & The Prima Guide are not correct.
2. "Revolt" & "Subversion" are the 2 specific terms for taking a city with a Diplomat/Spy.
3. "Bribe" refers only to taking a unit with a Dip/Spy.
4. Therefore, for technical clarity, in this post, the term "bribe" will in no way refer to the taking of a city.
5. Slow Thinker has an excellent website on all functions of Diplomats and Spies, located here.




INCITE REVOLTS/SUBVERSIONS


Cost = CS * ( T + 1000 ) / ( D + 3 )

where:
CS = City Size
T = Treasury of Victim's civ.
D = Distance from Palace to spot you are comitting the bribe from

Formula Notes:
1. D = 16 if the target has no palace.
2. D = 50% of actual distance, if the target city has a courthouse.
3. D = 10 (maximum) if the target's government is in Communism.
4. Capitals & Democratic Cities are immune from Revolts/Subversions.


Cost Modifiers (multiply all applicable percentages together):
Target city is in Civil Disorder -- 50%
Target has no garrison -- 50%
Originally your city -- 50%
Non-vet Spy does revolt/subversion -- 84%
Vet Spy does revolt/subversion -- 67%
Subversion -- 200% (subversion doubles the final cost).

General Notes:
1. Revolts will lose the Courthouses, Temples, Cathedrals.
2. Subversions will preserve the CH, TM, Cath.
3. Revolt/Subvertion will also take the target's units in (and adjacent to) the city (barbs and units of other civs are not affected).
4. Enemy units supported from that city, and not converted in the revolt/subversion, are disbanded.
5. The presence of a Spy inside a city will not prevent it from being revolted or subverted.
6. You will get your choice of advances from the enemy Civ (if any) for a revolt/subvertion.
7. Revolts may cause your gov't to fall.
8. Subversions will not cause an incident.



BRIBING UNITS

Cost = (( T + 750 ) / ( D + 2 )) * ( UC / 20 )

where:
T = Treasury of Victim (Target) civ (amount of Gold).
D = Distance from Palace to spot the victim occupies (diagonals = 1.5).
UC = Unit Cost of the Victim (# of shields, e.g. Rifleman=40).

Formula Notes:
1. D = 16 if the victim has no palace.
2. D = 16 if the victim is a barbarian.
3. D = 10 (maximum) if your own (the dip's/spy's) government is in Communism (this is not a misprint!).
4. Spies and Dips always survive a unit bribe.
5. Spies and Dips cannot gain Vet status by bribing units.
6. Vet status makes no difference in unit bribe costs.
7. Cost is doubled if the target unit is a settler/engineer.
8. Units of Democracies cannot be bribed by Dips/Spies (but can be "Contact Bribed" by military units: see special note).
9. Stacked units cannot be bribed.

Special note: the "Contact Bribe"
This is a special (and annoying) AI "cheat": it can cause a human's unit to "switch" sides with no cost to the AI. Any AI military unit can commit a Contact Bribe when they bump into ("meet" or "contact") your unit. There is a certain random chance the "contact bribe" will occur, and it does not matter if you are in Democracy. But AI diplomats are subject to the "no bribe" rule if the target unit is in Democracy. The best protection against the contact bribe is to simply stack important blockading units... a contact bribe cannot occur with a stacked unit. BTW, cities are not subject to the Contact Bribe.




from a question by seanwel:
If one's government is a Democracy, rather than a Republic, is it cheaper to incite revolt and subvert city? ... what exactly determines the price one pays to subvert a city? I would imagine that besides the size of the particular city, the city's improvements would also affect the price, but I could not come up with a consistent formula. Also, I noticed that if one subverts from different squares surrounding the city, the price will change...
1. One's own Gov't is not a factor when revolting/subverting the enemy, unless you're in Communism -- then the cost to bribe enemy units will go up if they are more than Distance=10 from their capital. This behavior is not intuitive, and is likely the result of a programmer screwing up the bribe forumula... you would expect the victim's (target of your dip/spy) gov't being in Communism to affect the victim's bribe cost, not your own Gov't being in Communism! :eek:

2. Exact prices are determined as I've posted above. Other guides and publications (like the Manual and the Prima Guide) are wrong.

3. The price is a function of the distance from the AI capital to your Dip/Spy, when subverting/revolting. When close to the AI capital, this can make a big difference in cost. Far away, there is no difference (see forumulas and notes). For bribes, the distance is measured from the victim's capital to the location of the victim. As always, the diagonals count as 1.5, not 1.0, when computing Distance.

---------- END: Revolts, Subversions, Bribes ---------


EDIT: Simplified some wording.
 
hp = hit points
fp = firepower
a/d/m = attack / defense / move values

Also:
t/s/l = tax / science / luxury setting
BB = battleship
All techs have an abbreviated name
 
Open the Trade Advisor and scroll to the bottom. There is a count next to a beaker. That is your total produced per turn.

I was looking in the game.txt the other day and look what it said:

^Researching: %STRING0 (%NUMBER0 av %NUMBER1)
^Upptäckt varje %NUMBER2 drag.
^
^^Civilisationens Kunskaper:

(Swedish)

I guess %number 0 and 1 were beakers researched and beakers per tech. The only proplem is that game.txt doesn't seem control the advisors at all, they are controlled in labels.txt. But it shows they thought of including it:)
 
Thanks Sodak! I'm adding all those recommendations!

@funxus: The contents of all those .txt files are quite interesting in places :).
 
Added secret stuff here, where it is safely hidden:

Ver. 0.89, 01Aug02 (added Secret Suff)
 
Posted the newly created repository of Classic and MGE .txt & gif files (link & info near to of 1st post).
 
This is a quote originally posted by Sevorak,

"I don't intend to use the FCT or build 1000+ simultaneous freight, but I do want to start cashing in freight, for the tech bonus if for nothing else."

What is FCT ? I looked in all the abbreviations listed and didn't see it.
 
Posted Ver. 0.90, 12Aug02 (added some terms). Added GenShwartzCough's suggestion & FCT discussion and links.
 
Added a note in the RB discussion with more detail about options when buying shields starting with no shields in the production box. Also, Tim the Enchanter has some good examples here.
 
I noticed a couple of abbreviations not in the "Commonly Used Terms" section....I am going to guess at one.....

IIRC....This one I'm not sure of.

IMHO.....In My Humble Opinion, yes?

Not trying to be a pain in the butt, just trying to learn the language. :D
 
No worries, GenShwartzCough, you're not a pain.

IIRC - If I Recall Correctly
IMHO - In My Humble Opinion (usual context - saying something, and not trying to be arrogant, just helpful)

Anything that confuses you, as a relatively new Forum user and Civ 2 player, come back and post as often as you want. BTW, also... if you discover new things, come and post those too! :)
 
Originally posted by starlifter
ICS = Infinite City Sleaze... a strategy of using lots of very small cities, usually places close together. This can exploit several game weaknesses, but ICS is generally not though of as a cheat, though many "look down" on it.

CFC = Civ Fanatics Center! You are a CFCer, BTW! ;)

I'll add those in the next revision....

I always thought ICS stood for Infinite City Sprawl, which is just the game strategy of building lots of cities, rather than concentrating on building units or building improvements. The cities are not intended to remain small (though obviously start that way), but are just a good way of getting lots of resources for your civ (esp in research) and of grabbing land before the AI can. I first saw this definition of the acronym in the pre-release stuff for Civ3, when the designers said the 2 pop cost for settlers was designed to prevent ICS.

I realise this is not a big difference, but as something of an ICSer myself, I would like to claim some validity for this as a strategy (with pros and cons), rather than as a manipulation of game mechanics. :)

Otherwise, extremely :goodjob: with this thread - fab idea- and for flagging it up on your sig
 
Back
Top Bottom