Quick Answers / 'Newbie' Questions

Anarchy length: 3 - 9 turns for Conquests. That depends on the size of your empire and also a random number added. It's like 2 + RandomNumber(0-4) + EmpireSize (1-3). Check Empire Management questions in https://forums.civfanatics.com/thre...estions-civ3-play-the-world-conquests.170282/

For Religious Civ's its always 2 turns.

Tiles moved: To my experience, a unit is beeing placed to the nearest point that is not inside (any) foreign territory. It could be, that if you have a ROP with another civ (from which you are not being kicked out), those also do count as valid spots, but of that special case I am not certain. Obviously, it must be generally a valid spot, i.e. a Curragh cannot land in ocean and Catapults do not land on mountains. That can lead a Galley to jump to the other continent instead (happened to me once prior Astronomy).
However, if there are more than one "nearest" free spots, I do not know.
 
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It's like 2 + RandomNumber(1-4) + EmpireSize (0-3).
That is wrong. It is more like 2 + RandomNumber(0-4) + EmpireSize (1-3).

 
if you are doing stuff important , like wonders , as long as to make you curse the game . Playing Monarch all the time and ı will change goverments only once with city number changing between 3 and 6 or 8 , ı have seen anarchy periods from 1 to 7 turns . Not the exact answer which will no doubt be provided by other players but you should expect things .

if your territory is nearby , it will be yours . Have landed on unroaded tiles to make me lose more time . If not , it will be one without anyone's control . Have been flown into a different continent or island at times .

edit: Saw the posts above mine . Anarchy period 1 , the city will keep rebelling for one more turn , which you can avoid by making people content or happy by choosing worked tiles at the city screen .
 
Tiles moved: To my experience, a unit is beeing placed to the nearest point that is not inside (any) foreign territory.
It is not always the geographically nearest tile, but it may be the "civ distance" nearest tile. The question is how is selects which tile.
That is wrong. It is more like 2 + RandomNumber(0-4) + EmpireSize (1-3).

Does anyone know what the threshold empire sizes are? Probably half OCN and OCN?
 
It is not always the geographically nearest tile, but it may be the "civ distance" nearest tile. The question is how is selects which tile.

Does anyone know what the threshold empire sizes are? Probably half OCN and OCN?
Maybe others can answer the first question better.

If not, I'd suggest to try an calculate the distance as you would having a map. So SQRT((x2-x1)^2 + (y2-y1)^2).
Only thing you'd have to adjust is for the civ coordinate system, for example here (I hope this one is correct):


If we'd start at field x=57, y= 57 and calculate the distance to one field east, and one field southeast we end up with:

Distance to 59,57 = sqrt((59-57)^2 + (57-57)^2) = 2
Distance to 58,58 = sqrt((1 + 1) = sqrt(2) = 1.41

The real problem is that

Distance to 58,56 is also sqrt(2) = sqrt(1 + 1) = sqrt(2) = 1.41

So the tricky thing would be to separate the fields with the exact same distance to the spot you get thrown out. I suspect this is done with checking min(x2 + y2). But that last thing is pure speculation.

So using the image from Dianthus:

1698592428085.png


If we get an ultimatum to leave at 57,57 our warrior should get thrown out to Northeast: 58,56 (58 + 56 = 114) and not to 58,58 (since 58 + 58 = 116 > 114). I've never seen getting thrown out to 59,57. If thats not the case, I really have no idea.
But if yes, we then have two points to check:

1. Distance check with sqrt. If only one field has the minimum distance, that one is beeing picked.
2. If more than one eligible field have the same distance, then check (x2+y2) for all those spots and choose the one with min(x2+y2).
 
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Maybe others can answer the first question better.

If not, I'd suggest to try an calculate the distance as you would having a map. So SQRT((x2-x1)^2 + (y2-y1)^2).
Only thing you'd have to adjust is for the civ coordinate system, for example here (I hope this one is correct):


If we'd start at field x=57, y= 57 and calculate the distance to one field east, and one field southeast we end up with:

Distance to 59,57 = sqrt((59-57)^2 + (57-57)^2) = 2
Distance to 58,58 = sqrt((1 + 1) = sqrt(2) = 1.41

The real problem is that

Distance to 58,56 is also sqrt(2) = 1.41

So the tricky thing would be to separate the fields with the exact same distance to the spot you get thrown out. I suspect this is done with checking min(x2 + y2). But that last thing is pure speculation.

So using the image from Dianthus:

View attachment 676317

If we get an ultimatum to leave at 57,57 our warrior should get thrown out to Northeast: 58,56 (58 + 56 = 114) and not to 58,58 (since 58 + 58 = 116 > 114). I've never seen getting thrown out to 59,57. If thats not the case, I really have no idea.
But if yes, we then have two points to check:

1. Distance check with sqrt. If only one field has the minimum distance, that one is beeing picked.
2. If more than one eligible field have the same distance, then check (x2+y2) for all those spots and choose the one with min(x2+y2).
What prompted my question was a time when I think was thrown out 3 tiles northeast when I could have been thrown out 2 tiles directly west (so diagonal). I suspect it is a calculation like the forest chop, where it checks tiles clockwise starting 1 rile north then working out, but I have no good reason for that suspicion.
 
I edited my former post, because I already checked in my current game, and I got thrown out southeast and not northeast. So min(x2+y2) is not the correct check point if more than one spot has got the same distance.

3 tiles northeast has a distance of sqrt( 9 + 9 ) = sqrt(18) = 3*sqrt(2) = 4.24
2 tiles west is sqrt (16) = 4 < sqrt (18). So we can throw away the distance check with sqrt too.

A thing like forest chop might be the next sensible thing I guess.

Still strange, since 2 tiles west is in the 2nd ring, while 3 tiles northeast is in the 3rd...
 
Still strange, since 2 tiles west is in the 2nd ring, while 3 tiles northeast is in the 3rd...
2 west would not be workable by a city, which is what I mean by 2nd ring. "Civ distance" is 1 for each "flat side" move (so NE) and 1.5 for each "corner" move (so W), rounded down.
 
oh yeah , some other good news ! Have been playing this game practically non-stop since perhaps 2010 . And when you have a science leader , you won't get a military one . But since you can have multiple science leaders , ı have never had trouble in having a general before getting a science leadeer and then REPLACING the military leader with further combat . You know until today . Because ı was saving the science leader for a wonder and basically need 20 or 30 generals (to cheat) for multiple building of the small wonder for 2 science advances . To reach the game-end with 0% science . Spend your leader for "heroic epic" and there you are , your brand new general . (Have the seed number saved option , combats repeat themselves if done in the same order) AM NOT HAPPY OR AMUSED .
 
2 west would not be workable by a city, which is what I mean by 2nd ring. "Civ distance" is 1 for each "flat side" move (so NE) and 1.5 for each "corner" move (so W), rounded down.
ok, that does simplify things. So 2 west would have been the same distance as 3 NE.
Anyway there some strange things going on. North is 1.5 distance and NE 1, but our warrior still choses north.

1698595264814.png


Seems somehow here in my case souteast is the primary option, north the 2nd, and east the third. Or it really does depend in which ring from the city one is. I'm giving up here...
 
Anyway there some strange things going on. North is 1.5 distance and NE 1, but our warrior still choses north.
That is not strange. It is rounded down, so 1 N is the same distance as 1 NE. A forest chop goes 1 N if possible, but will go 2 SE and not 2 N.
 
r16 I am not sure I followed replacing an MGL part. You can have an MGL and still get a SGL. You can gain further SGL's, regardless of what type of leaders you have and the number. I had three SGL's sitting around in one game. I suspect you could create an army from the MA, regardless of any leaders you have on hand, but I never tried it.
 
That is not strange. It is rounded down, so 1 N is the same distance as 1 NE. A forest chop goes 1 N if possible, but will go 2 SE and not 2 N.
1698598805304.png


Still not strange? Yes there is a RR there, but the slave should never land up there next to Nasca. There must be other factors included.

Cutting the RR northeast to the musketeer leads to only the cannon ending up next to Nasca. Slave, Musket and Artillery end then up directly EAST of the Muskets former position:

1698599602067.png



Abandoing Nasca does change things too, but in an other way. That does not look like it's just an easy formula which one can use.
 
Here is my save if you wanna check it out. But as things seem to be I'd advise against it xD
 

Attachments

Hey, it looks almost as if you were about to conquer this Calakmul place.
 
Hey, it looks almost as if you were about to conquer this Calakmul place.
It was actually gifted from the generous Frech to the Aztecs :yup:
 
Maybe the two coast tiles in the west also mess up things. But there are enough other things going on for me to know to stop testing ;)
 
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