Rhye
's and Fall creator
as soon as they discover astronomy.
only once.
only once.
Lachlan said:I was on ThroughTheAges which make an interesting aproach ...
Glad this made sense to other people, as well; I was a little tired as I wrote it. Rhye, what do you think? Can it be coded this way? And our there any more variable that people can think of? It's obviously not set in stone.SilverKnight said:Chances of a city flipping go UP with:
Total discontent
Distance from city
Total maintence costs of ALL cities (and/or total number of cities)
Barbarian attacks that make it to a city (so it's beneficial to attack barbs in the field rather than have them suicide on your defenses)
Ongoing foreign wars (more troops in enemy territory than in own territory; neutral lands count for neither)
Chances go DOWN with:
Military presence
Culture in city
Higher culture rate
Good foreign relations
Tech superiority
SilverKnight said:Glad this made sense to other people, as well; I was a little tired as I wrote it. Rhye, what do you think? Can it be coded this way? And our there any more variable that people can think of? It's obviously not set in stone.
- Slverknight's formula (simplified) with no popup (automatic flip: no players choice)
Rhye said:what's ThroughTheAges?
Rhye said:- a popup, if player says no the new civ and another one declare war on him, if says yes flips will always occur
Fintilgin said:Wait, why should an extra civilization declare war on you? That seems a bit much. For example, Persia was the nearest other civilization to me when I lost Jerusalem. Why would they declare war on me when they also lost cities to Arabia? Why would a civilization further away care?
The spawning civilization declaring war seems sufficient to me.
Barak said:due to the shorter game length of Catapult, Cultural victories are really not possible.
Rhye said:it's longer than the normal game 500>445 (apart from later starts)