Valkrionn
The Hamster King
Valk : I think 127 Gp is a large enough sample for probability to be represented. IMO, his numbers are interesting. And the laws of probability should have kicked in.
On the Healer note : I noticed in on ecity I captured that had a great healer settled : +6so a GH gives you health for 3 more populations points... meaning having a GH is well worth a GS or a GM... (3 pop is as a mean rule : 2
2
+ 1-2
food:
or more
) 2
are not to be counted as they are for the pop. a GH is worth AT LEAST 6
+ the bonus
food:
or more
) times 3.
....No, it is not. Did you read my post?
Without 'New Random Seed on Reload', numbers in civ4 are not truly random. Even with that option, the only time they are close to truly random is when you reload the game. Otherwise, you can get in situations where the seed leads to a string of bad luck quite easily.
You want a sampling that will show the laws of probability? Turn on that option, and save/reload for the same specialist around a 100 times. THEN it will more or less match what the odds say.
127 GPs says nothing about any probability, as we don't know what chances each had.
To see if a certain outcome is random, you would have to know the individual chances.
Besides, 127 isn't really enough to do anything but get an idea (no definitive answer, and you can't actually prove that anything is random, only that it most likely is or is not).
The RNG of CivIV have been tested on these boards several times, and none of those have shown it to be screwed (Even though Obsolete claims that Great Bards are favoured). I don't think anyone have tested the GP distribution though.
A great healer isn't that good.
If you are above your health limit, each pop (man, I've been playing too much Victoria 2) cost 4
, so a Great Healer amounts to a net gain of 1.5 pop.
It's frustrating to micro GP/specialists, mainly because there is no "avoid or ban this GP/specialist" button.
It's annoying in vanilla CivIV, and it's annoying in any mod, and that is a feature that should have been included in the game the moment Great People were introduced.
Healers have been improved somewhat, as the math does show that they are useless (Healer, not Great Healer, though both got improved). Healer is now 4




I disagree : 127 is large enough that a majoritary GP (more than 50%) should appear at roughly 50% chances, and minoritary (less than 20% should appear at 20%.. and middle means if I understood correctly : not the best GP (higher %) but not the least (smaller %).
but
Sarisin reported :
15 of them have come with the highest percentage of type, yet 67 came with the lowest percentage. The other 45 fell in the middle somewhere.
It means : more than 50 % were of the lowest percentage comprised between 45 % at best and 5% with a mean of 20% (taking my games into account to have a rought value for percentage)
less than 12 % were of the highest percentage, comprised between 100% and 40% at minimal value.
then , 35 % for values between 10% and 35 % (when you have 3+ gpp types) seems ok.
Anybody can see that 40-100 % giving 12 % of GP and 5-45% giving 50% of GP is broken.
and 127 GP is a high enough population to apply the law of statistics.
you are almost right but not totally.
in your calculus a GH PAYS IN FULL for 1.5 pop. meaning it pays AT LEAST (2, 1
, 2
) x 1.5 = 4.5
/
+ 3
that is better than a settled GS or settled GC.
But in reality a GH pays theof 3 pop, meaning it allows your city to rougly grow 3 pop more so that you can again fall into your 1 pop = 4
equilibrium...
you havefor 12 pop, + surplus food so a 15pop city can be reached: with a settled GH your pop can almost always grow to size 17-18 depending on the city terrain.
The only way my reasonning is wrong is when you don't have any more tile to put a new citizen to work. Then a new pop cannot pay for its own 2. So there, a GH is worth only 1.5 specialist. and depending on the civics and wonders it might be worth less than a GC/GS but it might not be as a GH still brings some
in.
BUT in any case, when your city cannot work any more tiles, I don't think one has to be angry that the city cannot become so much bigger. It is normal IMO.
Again: When working with the same seed, nothing is guaranteed.
Sarisin might be up to something there.
According to this strategy article, "the number of GPPs will determine when a great person will be generated, and the number of sources will determine what type it will be".
But the tooltip/progress bar percentage prediction in Rife is not working this way, but reflects the proportion of produced GPPs of each type.
This could easily explain the discrepancy observed by Sarisin, as "minority" GP types tend to be sourced by buildings with 1/2 GPP each, which therefore would be underestimated by the percentage prediction.
That was just dumbed down text. A random number is compared against the total amount of GP points. The more 'typed' to each GP, the more likely that GP is; If you have multiple 0.5pt sources, then you have less GP points for it. It works exactly as the bar shows.