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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!uwm.edu!ogicse!reed!ameiba
- From: ameiba@reed.edu (Keith Steiger)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: Civilization inequities
- Message-ID: <1992Sep1.043810.25305@reed.edu>
- Date: 1 Sep 92 04:38:10 GMT
- Article-I.D.: reed.1992Sep1.043810.25305
- References: <6796@tekig7.PEN.TEK.COM>
- Sender: ameiba@reed.edu
- Organization: Reed College, Portland, Oregon
- Lines: 45
-
- In article <6796@tekig7.PEN.TEK.COM> brianr@tekig1.PEN.TEK.COM (Brian E Rhodefer) writes:
- >A few days back, someone claimed that the probability of
- >attacker success in any battle is calculated as the ratio
- >of Attack Strength / (Attack Strength + Defense Strength).
-
- That was me.
-
- >This seems reasonable, but I'm perplexed as to why an attack I made with
- >a Trireme upon an enemy Trireme should have failed. According to the
- >Civilopedia, Triremes have Attack strengths of 1 and Defense strengths of 0;
- >the probability of success ought to have been 1.00. Are the defense strengths
- >of naval cargoes taken into account as well? Boo, hiss, if they are.
-
- Sounds like a plausible explanation. I'm not thrilled, either, but there
- you are. (I'm more peeved by other things the game does wrong.)
-
- >Here's another common occurrence that strikes me as unfair: After moving a
- >military unit up to attack another civilization's city, I am presented with
- >an opportunity to negotiate with the city's ruler. In order to gain some
- >insight as to which other civilization might be nearby, I ask the city's
- >ruler if he would take military action against one of the other civilizations,
- >and am told, "We have no dealings with the Portuguese" (or whoever). Well,
- >fine, but I think it's a bit strange to discover (after capturing the city
- >on the next turn) that it's got two trade routes with the very civilization
- >that it professed ingnorance of.
-
- The computer doesn't have to move its caravans to another civilization to
- form a trade route. In fact, the computer NEVER moves caravans--it just
- "magically" forms a trade route with a nearby city of another civilization
- when the caravan is completed.
-
- >A final question: Are the computer-run civilizations completely unaffected
- >by their population's unhappiness? I've laid siege to cities that are shown
- >with the "population in revolt" icon, and after finally disposing of the
- >defending units that they were still somehow able to produce, found that over
- >half the city's population is unhappy. I'll try sending in a Diplomat to
- >investigate such a place next time, I guess.
-
- The computer is much more free to do rush jobs than the human player--for
- example, the computer can rush PART OF an object. It wouldn't surprise me
- to find that the computer can do military rush jobs in a city under civil
- disorder.
- --
- Keith Steiger--ameiba@reed.edu--"I am what you see. I cannot be otherwise."
- Disclaimer: Reed College tries very hard to ignore its students' opinions.
-