etj4Eagle
ACME Salesman
Well there goes the simple idea that the game essentially rerolls the dice if a barb comes up for an expansionist civ.
In looking at Japan without building that first city, my data did not conform to that of a true expansionist civ. Instead it seems to support the hypothesis that the die is in effect re-rolled.
Here is the data (the meaning of the colored precentages is given at the bottom)
Tech: 15 (7.4%) 10.4% 15.2%
Gold: 25 (12.3%) 13.2% 10.2%
Unit: 28 (13.8%) 6.4% 7.8%
Deserted: 110 (54.2%) 58.8% 58.6%
Map: 25 (12.3%) 11.2% 8.2%
Percentages in blue are results from a map that refuses to pop barbarians
Percentages in Red are a subset of results from after the first city is founded, removing the barbarian component
In examining this data you can see that for the maps where barbarians are never poppped, the percentages act as if you have never built a city. In particular, the tech percentage remains ~10% verses the 25% for an expansionist civ.
Before that first city is built the ratio of goodies appears to be:
10:10:10:10:55 (Tech:Gold:Unit:Map: Deserted)
However once that first city is founded there does seem to be a slightly higher chance of getting a tech relative to the other non-barbarian options than before. Giving the ratio to stand as 15:10:10:10:55 on a 45:55 ratio that you will get something other than a hoard of barbarians.
For those uninterested in the beauty of the underlying rules here is a summery with everything you need to know for diety level:
black = non-expansionist after first city
blue = non-expansionist before first city
red = expansionist civ
Tech: 5+% 10+% 25%
Gold: 5% 10+% 5%
Unit: 5% 10+% 15%
Map: 5% 10+% 5%
Deserted: 25% 55% 50%
Barbarian: 55% 0% 0%
(the plus signs indicate that the actual precentage is a little higher, but I am only reporting data here in 5% increments. I would need a whole lot more data before I felt more comfortable than that. This is also why not all the precentages add to 1)
Well it looks like diety is licked, and now to turn my attention to regent.
In looking at Japan without building that first city, my data did not conform to that of a true expansionist civ. Instead it seems to support the hypothesis that the die is in effect re-rolled.
Here is the data (the meaning of the colored precentages is given at the bottom)
Tech: 15 (7.4%) 10.4% 15.2%
Gold: 25 (12.3%) 13.2% 10.2%
Unit: 28 (13.8%) 6.4% 7.8%
Deserted: 110 (54.2%) 58.8% 58.6%
Map: 25 (12.3%) 11.2% 8.2%
Percentages in blue are results from a map that refuses to pop barbarians
Percentages in Red are a subset of results from after the first city is founded, removing the barbarian component
In examining this data you can see that for the maps where barbarians are never poppped, the percentages act as if you have never built a city. In particular, the tech percentage remains ~10% verses the 25% for an expansionist civ.
Before that first city is built the ratio of goodies appears to be:
10:10:10:10:55 (Tech:Gold:Unit:Map: Deserted)
However once that first city is founded there does seem to be a slightly higher chance of getting a tech relative to the other non-barbarian options than before. Giving the ratio to stand as 15:10:10:10:55 on a 45:55 ratio that you will get something other than a hoard of barbarians.
For those uninterested in the beauty of the underlying rules here is a summery with everything you need to know for diety level:
black = non-expansionist after first city
blue = non-expansionist before first city
red = expansionist civ
Tech: 5+% 10+% 25%
Gold: 5% 10+% 5%
Unit: 5% 10+% 15%
Map: 5% 10+% 5%
Deserted: 25% 55% 50%
Barbarian: 55% 0% 0%
(the plus signs indicate that the actual precentage is a little higher, but I am only reporting data here in 5% increments. I would need a whole lot more data before I felt more comfortable than that. This is also why not all the precentages add to 1)
Well it looks like diety is licked, and now to turn my attention to regent.