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Originally posted by sumthinelse
The hardest thing to understand seems to be when a settler can appear and what the probability is, and under what conditions it can appear.
It sounds like difficult source code, and you are very kind to even try to look at it. Is there anything at all you can tell me about how any of the outcomes is determined? For example, my tests suggest that the only rule for a tech to appear (other than the already mentioned difficulty level and exp./non-exp. civ) is:
After the civ has entered the middle ages, techs no longer appear.
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It's not really that it's difficult; it's just that it was implemented by an intern . Here are the conditions:
Gold:
*The tile must not have any type of resource or luxury on it.
Maps:
--always available
Nothing:
--always available
Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
*Number of player's cities must be <= (TotalCities / NumActivePlayers).
Mercenaries (skilled warrior):
*There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.
Tech:
*Player must still be in Ancient Times.
Barbarians:
*Player must not have Expansionist trait.
*There must not be a city within a 1-tile radius.
*The player must have at least 1 city.
*The player must have at least 1 military unit.
*The unit popping the hut must not have the "All Terrain As Roads" ability.