Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums-archives
  
  you put your white civ in, you put your white civ out...

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   you put your white civ in, you put your white civ out... Format for Better Printing
debeest
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 21, 2000 23:38   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
A while ago there was a discussion of the replacement of eliminated civs, and whether the original civ would ever rotate back into the mix if the other two of the same color were also eliminated. Well, right now I'm trying out the no-city challenge, only i forgot to set the rules to "no re-start" (can you say "utter dolt?"). So I wiped out Rome, and what happened? !!!! The Roman settler was instantaneously possessed by a Celtic spirit!! Right! The Roman settler didn't disappear, and a new Celtic settler spring up elsewhere; no, the settler stayed right where it was but suddenly became a Celt! So, on the same turn, I killed that one too. And what happened? A Russian settler turned up -- immediately adjacent to one of my other units! So, on the same turn, I killed that one too. And what happened then? I got the message "Russian civilization destroyed by barbarians." Hmph! I can tell when I've been insulted. And to top off the oddity, the Russians were immediately replaced by the Romans. I rotated the Romans back in ALL IN ONE TURN!

That was fun. Maybe I'm glad I'm an utter dolt.

Mercantile
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 22, 2000 03:42   Click Here to See the Profile for MercantileClick Here to Email Mercantile  send a private message to MarkG Visit Mercantile's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
LOL thats funny ! I have never rotated them back quite like that, but i have seen that barb message before and thats what i find so funny. I had the same reaction you did, actually i think i was a little pissed off
Builder
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 22, 2000 14:03   Click Here to See the Profile for BuilderClick Here to Email Builder  send a private message to MarkG Visit Builder's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
yep, that also happened to me few times, but I never managed to rotate in one turn.

------------------
That was another post in my long journey to PRINCE.
From now on -- > BuilderR = Builder

bpayne1
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 22, 2000 18:36   Click Here to See the Profile for bpayne1Click Here to Email bpayne1  send a private message to MarkG Visit bpayne1's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Iv'e gotten the barbarians message a couple times also. So I used the cheat menu to find out what was going on. To my surprise I found two Roman settles on different continents. I traded maps with one of them as soon as I could get to it. To find out if they know about each other, they did.
Dr.Oogkloot
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 22, 2000 18:55   Click Here to See the Profile for Dr.OogklootClick Here to Email Dr.Oogkloot  send a private message to MarkG Visit Dr.Oogkloot's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Are you sure the Roman settler turned into a Celt, instead of the Roman settler dying and a new Celt settler being generated in the same place?
Hueij
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 23, 2000 19:48   Click Here to See the Profile for HueijClick Here to Email Hueij  send a private message to MarkG Visit Hueij's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Which brings us to the question: why turn off "restarting civs" ? AFAIK this will only hamper your game.
SCG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 25, 2000 10:04   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Hueij on 09-23-2000 07:48 PM
Which brings us to the question: why turn off "restarting civs" ? AFAIK this will only hamper your game.

Two reasons i can think of are

1) playing a bloodlust game, since if those AI settlers die before they found a new city, the new civ never registers as having been destroyed (they never lost their last city)

2) every time a civ restarts, there is a 50% chance that they will have any tech that has been discovered. So, if you are playing on having a big tech advantage, killing off a civ could give the AI some of your prized techs.

------------------
Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.

Hueij
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 25, 2000 15:32   Click Here to See the Profile for HueijClick Here to Email Hueij  send a private message to MarkG Visit Hueij's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
SCG, you're right of course. It must be because I have been playing only OCC lately where it is important to have as many civs as possible.
debeest
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 25, 2000 20:08   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
No, of course I can't be sure that the original Roman settler didn't die and get replaced by a new Celt in exactly the same square. But I am sure that the AI is SUPPOSED to look for an uninhabited area to restart the eliminated civ.

Actually, SCG, the AI settlers WERE eliminated before founding a city. Two of them in one turn, even. It still registered as elimination of the civilization.

In fact, the first time I tried no-city, when the AI eliminated both of my settlers, it considered my civilization eliminated, even though I had several NON units that could have captured AI cities.

Mercantile
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 26, 2000 03:41   Click Here to See the Profile for MercantileClick Here to Email Mercantile  send a private message to MarkG Visit Mercantile's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
debeest, you are correct. I have noticed the same trend, if you do not have a city build with your origional none settlers, and lose both your none settlers, the game is over, unless you have captured a city

What does AFAIK mean for we who are not smart

Fergus Horkan
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 26, 2000 04:20   Click Here to See the Profile for Fergus HorkanClick Here to Email Fergus Horkan  send a private message to MarkG Visit Fergus Horkan's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
AFAIK - as far as I know

Happy to oblige on the acronym front, have required the same favour many times!

SCG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 26, 2000 09:27   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
The human player has a slightly different set of rules than the AI does. Yes, if a human loses both his settlers without founding a city, he loses. The problem comes in when the AI loses any settlers it has before it founds a city. The AI is eliminated, and doesn't play on, but the counter of AI civs still in play doesn't necesarily get decremented. So for bloodlust games, even if there are no AI settlers, or AI cities around, the computer still thinks that there are AI civs out there and doesn't declare you the winner because its #of AI's counter is still >0

Its a bug that has been discussed a fair amount in these forums. I don't usually play Civ bloodlust so I'm not sure of the conditions for it to occur, but I would venture to guess that it is related to the bug that says an AI is destroyed by barbarians when you actually destroy them and the bug that asks if you want to declare war on the barbarians.

------------------
Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.

Apolyton Civilization Site Forums-archives
> > > Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site