da_Vinci
Gypsy Prince
Maybe not ... if you find the GH before or after the AIs find some, won't players still get different results?Hey, that would be great! The GH would give the same result to all players.
dV
Maybe not ... if you find the GH before or after the AIs find some, won't players still get different results?Hey, that would be great! The GH would give the same result to all players.
Maybe not ... if you find the GH before or after the AIs find some, won't players still get different results?
dV
Ah, where have the days of Civ2 gone that on April 1 we were provided with a starting location on a small patch of ice far from the rest of the world.Obviously, the designer wouldn't publish a save where a large fraction of the players would die in the first 10 turns. (Maybe for April 1st but not regularly)
Ah, where have the days of Civ2 gone that on April 1 we were provided with a starting location on a small patch of ice far from the rest of the world.
Mind you, against the Civ2 AI some of us still managed to win that game.
This would depend on how faithfully the AI makes the same moves as well, wouldn't it? What does the AI do to decide whether the scout moves NW or NE, if the value score that its decision rule calculates is equal for both (assuming that is how it "thinks")? Does it consult the RNG list, or might it make a new call to the clock?To DS, I dunno about that GP generation, according to robert if we start with the same save, and both move exactly the same moves, both build a GA and a GP wonder at the same turn, both make exactly the same moves after that, we should both have the same GP pop out....?
Hmm ... I have had to try to replay combat after a crash and have been able to reproduce the exact same wins and losses, with the exact same post combat hit points for the surviving units. So I tend to agree with RtB's assessment.(although, im pretty sure i've had a save of 5 french warriors outside Madrid on Earth18Civs, then reloaded untill they won, without engaging the 'new seed' option, attacking with the same guy first etc, untill I've won, just to prove to myself I could warrior rush germany, rome and spain....and I'm pretty sure success was gained by a personal faith in a new seed or random list being generated every, say, minute...
It does run the RNG, but there is more than one RNG instance in Civ4 (as there were in Civ3 and Civ2). I.e., some random events use the same 'list', and others use other 'lists'.This would depend on how faithfully the AI makes the same moves as well, wouldn't it? What does the AI do to decide whether the scout moves NW or NE, if the value score that its decision rule calculates is equal for both (assuming that is how it "thinks")? Does it consult the RNG list, or might it make a new call to the clock?
Is that any bigger in its effect than the usual randomness in great person generation, where you may have set yourself up for an 80% chance of an artist, but then you randomly get a scientist or a prophet instead?
(Great explanation btw)
This is a very interesting point. I agree that "bad" random events are those that cannot be affected or countered by player actions, and that those that can are generally not so bad to keep around. A randomly destroyed pasture is such a thing. You can rebuild the destroyed pasture using the workers you should have anyway, just as you say.Random events that can be countered or steered in some way should be allowed. Keeping enough workers to fix pillaged or random destroyed pastures is the same thing, a strategy thing.
But random popping of mine resources isn't a random event. It's been in the game since Vanilla.
Surely there's a value in the XML somewhere dictating the probability of a resource pop? Wouldn't it then be possible to supply the GOTM/HOF mod with a version of that XML file with that value set to 0?The random resource pops on mines are overpowered but buried in the game so they can't be avoided.
If you have allowed your GPpool to get a 20% contamination you deserve another GP.
Don't forget that it is possible to use GPs in non-cultural games!![]()
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I support the idea to remove random events that are very unbalancing, but I object to reducing the randomness of the game. The actual idea to compete in Civ is quite silly. In my eyes, the purpose with GOTM is to compare the actions by players when they react to different circumstances.
In my eyes, the purpose with GOTM is to compare the actions by players when they react differently to the same circumstances and thus reach different results.