@Phil725:
have you patched your game to 3.17? what you describe sounds like 3.13 and earlier...
have you patched your game to 3.17? what you describe sounds like 3.13 and earlier...
I appreciate your examples, but do you know you're talking to a mathematician here?thanks for your comments, PieceOfMind. true, .1% is a statistically significant chance. i wouldn't take .1% and say that it is impossible, but that is only on a single turn. if you cheated and reloaded and waited one turn to make that attack, all other things being equal you would, statistically certainly, win that battle. so i know that my argument is kind of convoluted, but try out these two math problems. they are basically the same question, but:
1+1/2+1/4+1/8+1/16...=?
and
4/1-4/3+4/5-4/7+4/9-4/11+4/13...=?
what i'm saying is that if you fish for 20 turns, you might get a 50% of triggering an event any of those turns. it is not more or less likely that it will occur on the first or last turn. if you then waited 40 turns, for example, your odds would have increased to 75%, supposing that an event is in your game at all. but there is no more likelihood that the event will trigger on the first, middle or last turn than any other turn.
Indeed!i think that maybe i have fallen for something like the inverse gambler's fallacy by believing that any event is any game at all. but, if you know about what your odds and such are, you can figure that if a event doesn't occur after a certain number of turns that it isn't in your game. the gambler's certainty: vegas wasn't built on winners.
i think that i can clear some of this up, although this is all just speculation based on speculations from the boards.
active: at the start of the game, the computer rolls a 100-sided die for each event. if the die comes up more than an event's active value, then the event is excluded from that particular game.
weight: this works kind of like gpp. say it's time for a gpp to pop, and the chances are like 95% scientist and 5% artist. i don't know how, but the computer decides to give you a great artist. whatever mechanism the computer used to decide this, though, is very likely the same as the one that it uses when picking which events to trigger. so let's say that you know, although you couldn't, that a random event was going to trigger on some turn. the computer would take the weights of all the events that have met their prereqs on that turn, throw them into a hat, and pick one. the weights have about as much influence as they do when choosing great people.
Whoa how did Schrödinger's cat come into this? Entanglement and theoretical physics is a whole nother kettle of fish!here is an actual example of what i'm talking about:
ancient- 1%
classical- 2%
medieval- 4%
renaissance- 4%
industrial- 6%
modern- 8%
future- 10%
PieceOfMind: Whoa how did Schrödinger's cat come into this? Entanglement and theoretical physics is a whole nother kettle of fish!
let's find out; someone on the boards should know. however, i think that the game counts all of your income at the end of your turn, after modifiers and everything else. so, as soon as you hit return, the game crunches some numbers and you end up with some amount ofoyzar: For checking for gold, do the game do that before or after your income from last turn is counted?
Do the inflation event count for one person or for two?
(emphasis added by me)what i'm saying is that if you leave that cat or meet the prereqs for long enough, then the event will happen.
very good payoff, but low probability. it only happens in 45% of your games, still hereditary rule is a likely civic to be running from the medieval through the renaissance period. not something i'd fish for, though.
Event154
Civ Game
Prereq: COMPUTERS
Obsolete: None
Active/Weight: 80/100
Result:
1.+1 happy face in all your cities
2.all universities get +3 research
3.you receive gold (320 base)
Quest9:
Crusade
Prereq: State religion but you do not control the Holy City
Obsolete: None
Active/Weight: 50/1000
Aim:
Declare War on the owner of the Holy City, stay in war until you conquer the Holy City
Result:
1.get 0.5*default number of players for this world size+1 conscript units (4 for standard)
2.build the shrine for your state religion
3.spread your state religion to default number of players for this world size cities (7 for standard)
even with its relatively high probability, this quest will not trigger in many games. i don't know why not, but i have never seen it. however, it has a rather good payoff, and capturing a foreign holy city is almost always a good idea. if you have a stack of units that you've been itching to use, the crusades will help you decide when to attack.
I just achieved this quest in my Earth 18 (Isabella) game. I was at war with Egypt, who had the Jewish Holy City, and I had the same state religion (along with everybody else in the Old World!) So, you do have to have the same religion. And to my surprise, you must not take the Holy City as your last conquest -- if you destroy the civilization while capturing it, apparently you've ended the war before conquering the holy city!Wouldn't this also have the requirements that the owner of the holy city has to have a different state religion? That would make more sense historically, and also explain why you have never seen it in your games.
who declared war on whom? did you get this event on the turn that war was declared or several turns later?I just achieved this quest in my Earth 18 (Isabella) game. I was at war with Egypt, who had the Jewish Holy City, and I had the same state religion...
this is clearly a bug, although i can see why it might be hard to code for in python. the game probably checks to see if you are still fulfilling the prereqs for the event before it registers that you have completed it. so like the game decides that war is over before it decides that a city is captured or a civ is destroyed.... you must not take the Holy City as your last conquest -- if you destroy the civilization while capturing it, apparently you've ended the war before conquering the holy city!
I just completed this in BtS and controlled the GLH (mentioned in the quest log text), but didn't get offered Nav 1; was there some other condition I was supposed to fulfill?Quest4:
Harbormaster
Prereq: COMPASS AND Map has at least 40% water tiles
Obsolete: STEAM_POWER or STEEL or SCIENTIFIC_METHOD or ARTILLERY
Active/Weight: 25/500
Aim:
Build default number of players for this world size harbors (7 for standard) AND half that number +1 caravels (4 for standard)
Result:
1.All Naval Units gain the Combat 1 promotion
2.All harbors gain +1 gold
3.All Naval Units gain the Navigation 1 promotion