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Thread: Is this working as intended? (Government issue)

  1. #1
    She pushed me ... Member Arkatreides's Avatar
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    Default Is this working as intended? (Government issue)

    I had the following scenario:

    I (Romani) conquered Tolosa from the Aedui. Inside was a Government type I.

    I destroyed it and build a Provisional Gov followed by a Type III.

    A few turns later the Aedui recapture the settlement.

    2 (TWO) turns later I capture it again. Inside I find:

    A Aedui Government Type I (no way in hell they could have built this legitimately)

    A 100% damaged Romani gov III (i.e. mine)

    I didn't think too much of it and just repaired the Gov III (Well this might be cheating but since it has only been 2 turns I thought this might still be ok.

    I also destroyed the Aedui Gov I.

    This gave me another provisional gov to build(???)

    So 2 questions:

    Why (how) did the Aedui get a gov I in 2 turns?

    Why (how) do I get a gov building PLUS a provisional gov available for building?


    We can clone a sheep but we cannot clone a single photon.

  2. #2
    Member Member Thaatu's Avatar
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    Default Re: Is this working as intended? (Government issue)

    1. When AI takes a settlement the campaign script automatically spawns a goverment building there, as AI is too stupid to build correct buildings.

    2. I guess repairing your earlier gov. building screwd things up. That's my technical analysis of it.

  3. #3
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: Is this working as intended? (Government issue)

    Quote Originally Posted by Arkatreides
    I didn't think too much of it and just repaired the Gov III (Well this might be cheating but since it has only been 2 turns I thought this might still be ok.
    You're right, I wouldn't consider that cheating. Personally I'd give it a full year before destroying my own government and starting from the beginning of a settlement that had been captured from me.

    Why (how) did the Aedui get a gov I in 2 turns?
    The appropriate government type is placed by script due to AI hardcoding being unable to give priorty to buildings. If we could change this, we would. We're looking into some alternatives but this is the best way for the time being.

    Why (how) do I get a gov building PLUS a provisional gov available for building?
    From your description, this is what happened on your turn:

    1) You captured the city.
    2) You noticed both buildings. Aedui Gov I was present, Romani Gov III was at 100% destroyed.
    3) You destroyed the Aedui Gov I.
    4) You queued the Romani Gov III for repair.
    5) You noticed a Provisional Government building available in the government list.
    6) All the above happened before you hit "End Turn."

    Is this correct?

  4. #4
    She pushed me ... Member Arkatreides's Avatar
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    Default Re: Is this working as intended? (Government issue)

    Thank you for your reply.

    Yes points 1-6 are indeed correct.

    I subsequently noticed that it sorted itself out the turn after - i.e. my Gov III had been repaired and the Provisional Gov was no longer available.

    I wonder what would have happened if I had queued it for building though ...


    We can clone a sheep but we cannot clone a single photon.

  5. #5
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Is this working as intended? (Government issue)

    On this topic:
    One time I captured a town and it had five damaged type2 governments in it, all greek (both west and east). I tore them all down and built a typeII.


  6. #6
    EBII Council Senior Member Kull's Avatar
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    Default Re: Is this working as intended? (Government issue)

    Quote Originally Posted by Arkatreides
    I wonder what would have happened if I had queued it for building though ...
    Eventually, it would have disappeared. If you queued it instead of repairing your gov, it would have been built. And as soon as your gov was repaired, it would have disappeared.
    "Numidia Delenda Est!"

  7. #7
    EBII Council Senior Member Kull's Avatar
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    Default Re: Is this working as intended? (Government issue)

    Quote Originally Posted by MarcusAureliusAntoninus
    On this topic:
    One time I captured a town and it had five damaged type2 governments in it, all greek (both west and east). I tore them all down and built a typeII.
    That's the script in action. Any time a town is captured, one gov is granted, another destroyed. If a town changes hands frequently, then you'll wind uo with a large number of destroyed govs. Not pretty, but it means the script is functioning as intended.
    "Numidia Delenda Est!"

  8. #8
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Is this working as intended? (Government issue)

    *cough* It's a feature. One can see the turbulent history of a city just by looking at its old buildings.

  9. #9
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Is this working as intended? (Government issue)

    I know, I thought it was cool to see all the different previous owners. It was Hallicarnassus, by the way.


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