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[spoilers]Commodore is Tokugawa of Zulu, or, playing for second place.

I think you only get the kind of revolt that removes borders when a city is getting swamped by culture. This is a particular event: you get several turns of revolt, AND all your units take damage.
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Ah, that's what I was thinking about. In any case, AT, I hope you're right. And this is gonna hurt.

[Image: Civ4ScreenShot0763.JPG]

Hopefully, though, I am about to lay that hurt on Cyneheard too.

[Image: Civ4ScreenShot0764.JPG]

Let's see.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Commodore Wrote:MECHANICS QUESTION! So when I captured Pingo's city, I held it for about a dozen turns and when they retook it, it was in revolt for them before popping back full borders. What are the mechanics about this? I need to figure out if Xenia/Ware Jabberwock will be in revol when Cyneheard takes it.

I believe this is the relevent code
if (bConquest)
{
iTeamCulturePercent = pNewCity->calculateTeamCulturePercent(getTeam());

if (iTeamCulturePercent < GC.getDefineINT("OCCUPATION_CULTURE_PERCENT_THRESHOLD"))
{
pNewCity->changeOccupationTimer(((GC.getDefineINT("BASE_OCCUPATION_TURNS") + ((pNewCity->getPopulation() * GC.getDefineINT("OCCUPATION_TURNS_POPULATION_PERCENT")) / 100)) * (100 - iTeamCulturePercent)) / 100);
}

GC.getMapINLINE().verifyUnitValidPlot();
}
So if the conquerer's team's culture percent is less than "OCCUPATION_CULTURE_PERCENT_THRESH OLD", there will be unrest.
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fluqauto Wrote:So if the conquerer's team's culture percent is less than "OCCUPATION_CULTURE_PERCENT_THRESH OLD", there will be unrest.

Sigh.

[Image: Civ4ScreenShot0772.JPG]

So that's a no then. alright
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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What does this one do?

[Image: Civ4ScreenShot0790.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Random Googled website says:

Option 1 - "With such a large fleet of warships, additional training for the
crews can be achieved."

Cost : None
Result : All Triremes gain Combat I Promotion

Option 2 - "Leverage our dominance of the sea to better protect our trade
routes."

Need : Great Lighthouse
Result : Harbours yield +2 Commerce
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NobleHelium Wrote:Random Googled website says:

Option 1 - "With such a large fleet of warships, additional training for the
crews can be achieved."

Cost : None
Result : All Triremes gain Combat I Promotion

Option 2 - "Leverage our dominance of the sea to better protect our trade
routes."

Need : Great Lighthouse
Result : Harbours yield +2 Commerce

I am pretty sure this is correct.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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It is correct. You can find out what all the quests do at civfanatics, in the war academy, under reference.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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I've been playing late at night whilst burping a baby, so screens are light at the moment, I'm sorry. Upshot; Cyneheard didn't lose Columbus to my fleet, but I pillaged away silver and am blockading whales. I've been stealing treasury from Cyneheard, and Guilds in due in 3 more turns. Then:

[Image: hammerzeit.jpg]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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It's OK about the lack of screens, you're doing well to hold the little one, burp her, and civ mouse with your third hand, I guess keyboard not required. Unless you're somehow propping the little one up so that you have an additional free hand (not recommended!). But I await the inevitable "oops guys we need a reload, I majorly misclicked when the little one wiggled and I had to catch her!" lol

Also, how the hell do you find some of these pictures? My Google-Fu is pretty good but this one is awesome.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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