Discussion in 'Civ3 Strategy Articles' started by DaveMcW, Mar 12, 2003.
It's simple walking distance, making the effective area a 17x17 square.
Note that this is also exactly the same as the original maximum range for air units that was hard coded into the Civ3 game. This 'coincidence' lends even more credibility to the results of your testing.
I appreciate your hard work...thanks
Figuring out which city becomes the new capital in a point tie is not 'impossible', though. It probably picks, as you said, the first one in the database order. The cities might just be stored in an array, and when you abandon a city, a hole is made at that position in the array. Any new city would then fill in that hole. Now if you keep track of the order (pen and paper) of city creation and abandonment, you can probably figure out exactly what it's doing if you want to satisfy your curiosity. Definitely too much trouble for just playing and enjoying the game.
It's possible that all cities in a tie are considered equally (instead of biasing by database order) and then some (pseudo-)random function picks one, which would make it a _lot_ harder to find it.
I have to agree with another poster, you can probably get such information if you just ask the developers.
Sometimes that's not the case, they might not want to answer one question for fear of getting a hundred more.
Interesting....nice work... now if i got 2 capitals
rome and athena
and i disband paris
and its a tie what should then happen?
Thank you Dave, this will help me keep evil corruption down!
Now I should be able to focus on smiting my enemies and ruling the world
As many players intuitively knew (without the exact arithmetic), the Palace generally jumps to the biggest city in the middle of the most cities. The exact arithmetic will be a great aid in close situations, and yet confirms the old superstitions.
If only I'd known this before jumping my GOTM palace to the FP city!!
That's what I've been waiting for
I concurr - great work!
Too bad it doesn't skip a FP city! Those poor dogs will just have to starve to reduce the points.
One more thing to look at - there is a list of cities in the locate city tool (ctrl-L?). Possibly this can reveal the tie-breaker decision.
A great secret revealed.
Is this the time to mention it as an exploit?
Yeah anarres, jumping the palace sure is an exploit in my book, and a severe one aswell.
This only makes it more advantageous for the player. When I used it I almost always got the palace in the right city (the biggest one). But I havn't used this technique for quite some time.
I have updated the formula with the correct value for foreign citizens.
Hmm, time to mention it in the next Debate
I think this analysis is spot-on. However, I think the pen and paper part is superfluous, I'm pretty sure you can check the "natural ordering" of cities using the scroll ahead feature. Cities are scrolled through in the order that they are placed in the array.
I've noticed many times that when I raze an enemy city and immediately found a new city to replace it, it occurs in the same position in the database as the razed city would have done. So when you found a new city, the first hole in the array is filled. It follows from this that if no cities are ever razed or abandoned, the city database will be sorted by founding date.
I guess I'm a little late, but great job, Dave!
Yep, that's my philosophy....
Isn't the database order the same as the order in which you cycle through your cities using the arrow buttons in the city view? I think so. This breaks the uncertainty of the jump in a tie.
And also the advisor screens, right? (Assuming you didn't specify it to be ordered in a different way.)
Thanks to oinland's testing of late-game palace jumps, I have done some more research and revised the formula.
Cities (7-12) are worth 2 towns (1-6), and metropolises (13+) are worth 3 towns.
I also multiplied all the point values by 3 to get rid of the fractions.
Separate names with a comma.