peterval
Chieftain
A recent game at Chieftain level provided an opportunity to research the requirements for splitting civs. Just in case this is new for some players perhaps I could summarise the results.
The year was circa 1760 AD, there were 6 civs including me. Germany had 5 cities and was backward, Rome had 8 cities, population 47, intermediate science. I was America, 5 cities, population 46, all the sciences.
There were some German units lurking around Rome so I saved, despatched a carrier full of bombers and destroyed the Roman defences. Next move the Germans marched into Rome. No split. I returned to the save and repeated the destruction and in the same move became the German civ by saving again and editing the file. This time as soon as I, the Germans, entered Rome the Roman civilization split into the English and Romans. So far everything as expected.
Now I returned to the first save, repeated the destruction, and took Rome for America. Although I was 5 cities and the Romans 8, no split. Slightly unexpected.
This time I moved back to 1750 AD because I knew the Babylonians would invade me. Sure enough three Babylonian divisions landed outside Atlanta, but while previously I had just swatted them away, this time I annoyed them and allowed them to take Atlanta. Now I was down to half the size of the Romans but when I took Rome again, still no split. I tried again and this time destroyed all my army, navy and airforce except one Armour, allowed one move to let the program register the new situation and took Rome again. No split.
However I had retained 39 caravans ready for a quick rebuild and I wondered whether the program had taken their defensive ability into account. So this time I destroyed everything except one Armour outside Rome, and with one band of settlers blocking the railway between Atlanta and Washington I waited one move an took Rome again. Hurrah. The Roman civ split 4 to 3 and the English were back on the scene. I had a sprained wrist but it was worth it.
The conclusions I draw are these: 1. In Civ1 AI civs do not split each other (although I have engineered such a split in Civ2). 2. Splits can be produced late in the game even when the human civ has a substantial scientific lead. 3. It is not enough to have fewer cities and a smaller population than the target civ; it appears that the sum of the human attack and defence value must be substantially weaker also. 4. If you reduce the size of your army it seems advisable to wait one move for the program to register it.
I would be glad to hear whether anyone has any different experiences to relate in connection with this fascinating aspect of Civ1.
I have wings for I can surf.
The hardest thing is closing down.
Peterval.
The year was circa 1760 AD, there were 6 civs including me. Germany had 5 cities and was backward, Rome had 8 cities, population 47, intermediate science. I was America, 5 cities, population 46, all the sciences.
There were some German units lurking around Rome so I saved, despatched a carrier full of bombers and destroyed the Roman defences. Next move the Germans marched into Rome. No split. I returned to the save and repeated the destruction and in the same move became the German civ by saving again and editing the file. This time as soon as I, the Germans, entered Rome the Roman civilization split into the English and Romans. So far everything as expected.
Now I returned to the first save, repeated the destruction, and took Rome for America. Although I was 5 cities and the Romans 8, no split. Slightly unexpected.
This time I moved back to 1750 AD because I knew the Babylonians would invade me. Sure enough three Babylonian divisions landed outside Atlanta, but while previously I had just swatted them away, this time I annoyed them and allowed them to take Atlanta. Now I was down to half the size of the Romans but when I took Rome again, still no split. I tried again and this time destroyed all my army, navy and airforce except one Armour, allowed one move to let the program register the new situation and took Rome again. No split.
However I had retained 39 caravans ready for a quick rebuild and I wondered whether the program had taken their defensive ability into account. So this time I destroyed everything except one Armour outside Rome, and with one band of settlers blocking the railway between Atlanta and Washington I waited one move an took Rome again. Hurrah. The Roman civ split 4 to 3 and the English were back on the scene. I had a sprained wrist but it was worth it.
The conclusions I draw are these: 1. In Civ1 AI civs do not split each other (although I have engineered such a split in Civ2). 2. Splits can be produced late in the game even when the human civ has a substantial scientific lead. 3. It is not enough to have fewer cities and a smaller population than the target civ; it appears that the sum of the human attack and defence value must be substantially weaker also. 4. If you reduce the size of your army it seems advisable to wait one move for the program to register it.
I would be glad to hear whether anyone has any different experiences to relate in connection with this fascinating aspect of Civ1.
I have wings for I can surf.
The hardest thing is closing down.
Peterval.