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Author Topic: [39e] Messed up civilizations in embark screen  (Read 958 times)

Deathworks

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[39e] Messed up civilizations in embark screen
« on: July 30, 2008, 06:05:21 am »

Hi!

I have been messing around with civilization-intense worlds (medium-sized and half large 100 civ, small 60 civs) and I noticed something odd. In the old version, the list of neighboring civilizations would be ordered by closeness, the one highest in the list being closest and the one lowest in the list being farthest away from the current location.

This does not seem to work correctly anymore. For instance, I received a list with humans at the bottom (farthest away) even when I was in a square together with a human town! I verified the site data for that town: human civ, 80 human inhabitants, no other races in there.

I have seen this strange behavior in several worlds, although it is sometimes hard to notice - the town was the most blatant case I found.

This is just a guess, but could it be that the embark routine picks the wrong civ for a race (since we only get races and not civ names on embark screen, I couldn't check which human civ embark referred to) if there are too many to choose from?

Deathworks
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Sean Mirrsen

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Re: [39e] Messed up civilizations in embark screen
« Reply #1 on: July 30, 2008, 07:27:44 am »

Did you check relations with the civ occupying the town? You might have been at war.

Frankly, I never noticed any specific ordering in the list of neighboring races, except that your own race is always the first.
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Deathworks

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Re: [39e] Messed up civilizations in embark screen
« Reply #2 on: July 30, 2008, 04:40:34 pm »

Hello!

I am pretty sure that the civ ordering in 2D at least corresponded to distance. Move the embark zone near a goblin fortress and you get goblins before humans and elves; move away and the goblins will go down as you near human or elven settlements.

To see what things are like, I have started playing a 2x2 in the same square of the map but not right on top of the town but rather directly next to it. Of course, those humans had to settle right on top of an aquifer, so this fortress will be abandoned ASAP.

Anyhow, I have just reached my second autumn: first dwarven caravan - immigrants - first elven caravan - immigrants - - immigrants would be a summary of what has happened thus far. Dwarves and elves were timely and I have seen normal immigration patterns, but no human caravan. Thus, the human civ is not listed in my civ overview (there is just my dwarves, the elves, and the kobolds, thus far). In the site selection screen, none of the races was listed as being at war with me.

So, how many summers delay can the human caravan have (within the same square, to boost)? I am asking because play is relatively frustrating with an aquifer shortly beneath the surface and a lot of macaques... I want to check whether I will get any human caravans at that site at all and the abandon that fortress.

Sorry, but I really do not like aquifers (^_^;;

Deathworks
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Paul

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Re: [39e] Messed up civilizations in embark screen
« Reply #3 on: July 31, 2008, 06:55:45 pm »

I've noticed oddities with this but I haven't been able to confirm anything due to the screen not showing what civ it actually is.

For instance, I genned a world to year 500 to see what wars would happen, then re-genned it at the year that the closest goblin civ was at war with a dwarf civ. I then went to embark using that civ and it didn't show at war, so apparently the goblin civ that was about 5 tiles away wasn't the one interacting with my fort site.
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