"Restart Eliminated Players" option.

Sabryn

Chieftain
Joined
Feb 27, 2003
Messages
5
I've been playing Civilization II (Basic Version 2.42) for over 9 years now. It's my all time favorite game next to 'Total Annhilation: Kingdoms" . . . But there has always been one question I've never seen answered accurately and helpfully. I was hoping someone here might be of assistance . . .

What parameters/variables must be met for the a civilation to restart itself after it's destroyed?

Most of the games I play push 2600 AD easily. The longest game I've had was 6821 AD (Diety, 7 Civilations, Blood Lust, 3 months real-life time. heh.) before conquering those pesky Russians (2500 of those years dedicated to them). And I've noticed no pattern in the re-birth of civilations aside from the tri-color rule (Once 3 civilations of the same color are conquered, that color will not be re-born)

A few ideas . . .

*Terrain modifacation (roads, mines, irrigation) disallow re-birth due to occupied spawn spot?
*Number of currently active civilations (under 7)?
*Financial status of active civilization(s)?
*Military status of active civilization(s)?
*Difficulty level? (I don't believe I can ever recall a civilation being re-born of 'Chieftain')

I had a few others, but ruled those out through personal research.

Any help would be greatly appreciated. The best I've gotten so far was "when the time is right" . . . which doesn't really help. :-)
 
I think as long as there are less than 7 civs, there is space available for them to be reborn, and it is before 1700AD (or something around there) they can be reborn until their color is used three times.

Your developed terrain idea may be a factor as far as space available is concerned.

Financial status and military status don't have any affect as far as I know.

I also don't think difficulty level is a factor.
 
The longest game I've had was 6821 AD (Diety, 7 Civilations, Blood Lust, 3 months real-life time. heh.)
Holy crap.:eek: 6000 AD, I quite often lose interest after 3/4 of a normal game and start a new civilization. Don't you find it boring playing 4800 turns after the game actually is finished, and you don't get any higher score for it?

*Number of currently active civilations (under 7)?
If you kill off a civ, wouldn't there allways be less than 7 civs?
 
Originally posted by Duke of Marlbrough
I think as long as there are less than 7 civs, there is space available for them to be reborn, and it is before 1700AD (or something around there) they can be reborn until their color is used three times.

I also don't think difficulty level is a factor.

One of the big things I had a curiousity about was if there was a date limit. Earlier today, I destoyed everything except for one city of my own (for maximum speed) and just held down ENTER up to 9000AD (starting from about 3500AD) with no civilization being reborn, so I figured that might be an issue, I just forgot to mention it.

It's kind'a disappointing to know, now, that civ's won't be re-born after, say, 2000AD. In most of my games, I don't even engage in war until well after that, dedicating most of my time to expansion and fortication. I just ran through 'rules.txt' again and didn't see any mention of civ's being re-born . . . Does anyone know if there's a way to alter that, short of a hex editor?
 
Originally posted by funxus

Holy crap.:eek: 6000 AD, I quite often lose interest after 3/4 of a normal game and start a new civilization. Don't you find it boring playing 4800 turns after the game actually is finished, and you don't get any higher score for it?

I never play for score. Never have. I see no point in the scoring really. I play the game mostly for fun. I spend the first 4000 years focusing on domestic affairs, both economically and militaristic, and try my best to avoid picking fights until after my civilization is completely stable, and for lack of a better description, "bullet proof."

. . . There's always that occasional rival civilization's Engineer or Rifleman that keeps disrupting my automated settlers/engineers that enrages me to a point where I take'em out and kick up some dust. That, or the 400 Sioux battleships dancing up and down my coast (slowing down turns) that I have a hard time resisting tossing a few nukes at. But I consider these occasions justifiable. :-) . . . the AI on the other hand . . .
 
Originally posted by Sabryn


I never play for score. Never have. I see no point in the scoring really. I play the game mostly for fun. I spend the first 4000 years focusing on domestic affairs, both economically and militaristic, and try my best to avoid picking fights until after my civilization is completely stable, and for lack of a better description, "bullet proof."


Same here.. kicking AI's butt every time with superior weapons is boring. But if you let AI develop as well, maybe a bit bigger than yourself, there can be some juicy battles with two or more superpowers.. now, that's interesting! Score will be low of course, but points are just numbers..
 
Originally posted by Priha


Same here.. kicking AI's butt every time with superior weapons is boring. But if you let AI develop as well, maybe a bit bigger than yourself, there can be some juicy battles with two or more superpowers.. now, that's interesting! Score will be low of course, but points are just numbers..

I had a nice recent one . . . on Mercator's world map, the Sioux set up Big Mound around the California-ish area. Mind you, this was on Diety, year 4050 (give or take) and no 'real' civilization had challenged their power yet. That's a lot of units. I spent 2 hours producing and transporting 200 Howitzer's across the ocean (from Africa and Australia), to their doorstep (Peace Treaty active during this). I saved the game, engaged, and lost all 200 units. One after another. Bam, bam, bam . . . I'm thinking this city has to be packing at least 150 units, because I was ripping through them nicely, there was just too many . . I dropped the game, reloaded my save, activated Cheat Mode, and found out this city, of a size of 13, had about 320 units active in that city.

Point being, situations like this are what makes this game fun to me. By letting the strong grow stronger, and guiding the weak to do the same, for 4000 years . . . You're left with a domestic booming economy and nearly impenetrable military defense . . . and 4 or more very strong civilizations daring you to get in their way.

This is why I don't like (or use) the scoring system. It shouldn't calculate in Blood Lust mode until all civ's are destroyed, or something similar. I mean, heck, in 2020, I've just begone to stabilize enough to bonk some heads. The scoring system takes out the 'strategy' aspect of the game, and basically turns it into a 'shooter.'


-- End Rant. --
 
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