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Author
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Topic: I really must know... Current Date/Time:
April 11, 2000 03:26:55
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shamrock Chieftain From: Wright-Patterson AFB, OH, USA Registered: Jul 1999
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posted March 25, 2000 23:25
 
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These issues must have been addressed previously, but after searching through the archived threads, I still can't find an answer. So at the risk of posing a question that has already been asked and answered, here goes:1) How many turns are there for each level?? 2) Everyone knows navigation and seafaring help reduce the chance of a trireme sinking when away from land, but by how much? Has anyone quantified this?? 
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Gothmog Warlord From: Bethel Park PA USA Registered: b.02-15-99
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posted March 26, 2000 08:28
 
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This link has the answer to question 1. Look at the Time Warp heading. http://ltswww.epfl.ch/~winkler/civ2.html According to the CIV2 instruction manual, seafaring changes the odds from 1 in 2 to 1 in 4 of sinking. Navigation changes the odds to 1 in 8.
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shamrock Chieftain From: Wright-Patterson AFB, OH, USA Registered: Jul 1999
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posted March 26, 2000 10:47
 
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Thanks gothmog, I appreciate your help. And that link was perfect - lots of great info if anyone else is interested.  |
George Garrett Warlord From: Victoria. B.C. Canada Registered: May 99
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posted March 26, 2000 11:14

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Playing SP at Chieftain level, my experience has been that, once improved, ("Seafaring"? "Lighthouse"?), the trireme won't sink anywhere...except under the guns of a hostile Hottentot, or similar restless native of the Civ world... [This message has been edited by George Garrett (edited March 26, 2000).] [This message has been edited by George Garrett (edited March 26, 2000).] [This message has been edited by George Garrett (edited March 26, 2000).] |
shamrock Chieftain From: Wright-Patterson AFB, OH, USA Registered: Jul 1999
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posted March 26, 2000 12:49
 
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George-Yes, if you have the Lighthouse, your triremes will not sink. Gothmog- After doing some experiments, I believe the most accurate way to describe the effect of Seafaring and Navigation is describe the change as relative, i.e. each advance halves the chance (doubles the trireme modifier in rules.txt) of your trireme sinking. When I changed the global variable from 2 to 3, the odds went roughly 1 in 3, 1 in 6, and 1 in 12. |
War4ever King From: Vancouver, B.C. Canada PST Registered: Oct 1999
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posted March 26, 2000 17:52

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triremes have been known to sink even with the lighthouse but not nearly as frequently.... |
The Mad Monk Warlord From: Belleville, NJ USA Registered: Mar 2000
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posted March 26, 2000 18:51

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Interesting--I thought that the Lighthouse, by definition, made triremes sink-proof; what were the circumstances? |
finbar Prince From: Sydney, Australia Registered: Jul 1999
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posted March 26, 2000 21:42

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It does. According to the manual. It also gives vet status to every new boat you build. According to the manual. Presumably war is referring to only one of the myriad bugs and glitches that pop up from time to time. Some amusing, most not. As Deity wasn't amused the other night when he rush built a settler in his city and ended up with a Chariot (belonging to another Civ!) instead of the settler. ------------------ finbar Mono Rules! #33984591 |
Gothmog Warlord From: Bethel Park PA USA Registered: b.02-15-99
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posted March 27, 2000 17:13
 
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Shamrock I was wondering what the effect of tinkering with the global variable would be. Now I know. |
Neon Deon Chieftain From: Cali Registered: Mar 2000
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posted March 27, 2000 18:36

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Well I had a Trireme sink in port! Something to do with one land square cities. But I still think it was sabotage. Someone snuck on board one night when the crew was on shore leave and opened the sea cocks!  |
Crustacian Prince From: North Idaho PST Registered: Jul 1999
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posted March 28, 2000 00:37

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Must have been a papyrus trireme hehe |