Start of #Apolyton buffer: Wed Nov 07 14:13:04 2001 *** Now talking in #Apolyton *** Soren_Johnson_Firaxis has joined #Apolyton Hello? sorry, our web access went down... ...so I had to drive home and log on here. thanks... Why are the AI such bastards when it comes to agreeing terms for exchanging resources? different resources have different values for the AI... ...so it is sometimes hard to get a 1-for-1 trade... OK, but even over luxuries, they try and extort me... no, even luxuries have different values becase... ...luxuries are worth more to civs with more cities. I think the question everyone really want to ask is... Will there ever be multiplayer in civ3 ... and not in an expension pack please sorry, I am not at liberty to discuss multiplayer... ...we've got some great idea, though! soren:is corruption too high for the AI too? The AI deals with corruption just like the human... ...although more or less according to difficulty level *raises his hand* yes sheltem? Does the A cheat persay, gain extra resources over the play, or does it rely on simple efficency to beat you? Sheltem: The AI gets no gameplay bonuses at Prince... ...at other levels there are growth, production, science bonuses or penalties thanks :) *** ACS_MarkG sets mode: +m *** ACS_MarkG sets mode: +v Soren_Johnson_Firaxis ok, let's breathe for a while :) sorry, i am having trouble keeping up? :) well that was for everyone hi Mark everyone, Welcome to our Civ3 AI Chat with Soren Johnson I will make an effort to do this unmoderated i would like to ask from everyone to not flood Soren with questions and not post unrelated stuff so how will this work? Well, if everyone cooperates, it will be an open chat :) k Ok,let's give it a try, i'll put on a question from korn first and then open the chat ok The barbarian AI seems to almost always go for the closest city, one time the barbarians appeared at my doorstep with around fifty units and they all attacked a size one city with no improvements when my undefended capital was just two squares away and it was working on the pyarmids. If the city is down to size one and doesn't have any thing in i t then the barbarians should either bypass it and attack a better city or have a small chance for dest *** ACS_MarkG sets mode: -m that is true... the barbarian AI is quite rudimentary... they are barbarians after all? :) ...but that is on purpose. THey are barbarians after all... Does that not happen with the actuall civs? the barbarian combat AI is much different from the civ combat AI's... I would compare the barbarian AI more to, say, a FPS AI... ...or at least a bad FPS AI. Ok, so what kind of things does the AI take in mind to choose where to attack? Mark: the barbarian or civ AI? the Civ AI well, the civ AI looks at terrain, proximity of its own units, resources, location, continent info, etc... * Jannekorv wonders if the cpu gets mad on him when he builds his cities close to the cpu`s cities, on purpose of taking them over with culture? I'm afraid the AI doesn't "get mad" :) cultural acquisition of cities does not make the AI get mad b/c it is not really directly under the user's control (unlike capturing a city) hold it thechief for a moment, thanks let's get the upgrades/patches question out of the way no Soren, what decisions are there right now for the patches? oh sorry... we are working on a patch and it will address bugs and interface issues first as well as a few balance and AI holes... Any hint of a release date? ...sorry, I can't be too specific b/c we don't want to promise anything until it gets through testing... Ok, thanks upgrade on the editor? the editory will be upgraded soon although I am not sure if it will be in the first patch... But we're talking before christmas for the patch right? yes, before X-mas yes, sam, Jeff Morris mentioned "end of month"(this month). thechief, please ask Is simple trespassing enough of an excuse to start a war with an AI player without losing points with other AI players. In other words, I don't want to ruin my reputation in the long run to win by the UN vote. Soren_Johnson_Firaxis: i've noticed that alot of times, the AI seems to really like to share techs with other AI civs. . but not with the player. It's almost as if, diplomatically, they're ganging up on the player. Is that intentional? connor: the AI does trade techs amongst themselves, but they follow the same rules.... ...for example, if the Romans are willing to trade you the Alphabet for 100 gold... ...then they will only be willing to trade it to the Greeks if the Greeks will also fork over 100 gold. Soren_Johnson_Firaxis: thanks. . :) a follow up question. . . How does the AI determine which tech to research next? the AI picks what tech to research depending on their present needs and their personality... ...thus one civ might prefer military techs while another might prefer infrastructure techs... interesting, and good to know. I'd hoped such was the case. Thanks. :) Soren, does any AI actually try to play to try to get a lead in tech, or do they all just trade constantly...?? The AI tries to get a lead in tech... in fact, one of the few AI tweaks I have done recently is make the AI less willing to trade away a tech which it has exclusively. guest20271, please ask ok, based upon previous statements, i assume there are many AI subsystems. Is there a master system? Does it goal seek (space race, military, cultural victories)? the Great Library is one of the Wonders the AI prefers... if they are under the right set of circumstances (they have met at least 2 other civs...) I guess my question got lost? :-( So if i'm right you can't give ANY detail on what the patch will contain.. ? Vorret: sorry, but I can't talk much about the patch until it is out (it won't be long!) Welll.... that's better than nothing.. it wont be long than "we don't have an eta..." :) thanks *** ACS_MarkG sets mode: +m 30 secs moderation Soren, take your time :) *** ACS_MarkG sets mode: -m Without going into further specifics on the patch, could you rell us if there is a discussion on reducing the corruption levels or not? Corruption levels are one thing we have looked at... and I'll give you a hint: we are NOT increasing corruption. :) :) Yes, well perhaps there should be a level of dependence of corruption on map size...yes? corruption does depend on map size... a lot of people have noted that the AI doesn't respect culture borders and that it will build cities even on the smallest and most unusable patches of land. will we see any change in this? another possible AI tweak will be to have it not build cities when its new borders will be surrounded by a rival civ... or nearly surrounded... I've never gotten a rigth of passage agreement, ol Abe was as happy as could be but he still wouldnt agree. Is this of great importance to the AI? The AI values right of passage agreements according to a) how much land you have and b) if you sahre continents and c) if they like you Soren_Johnson_Firaxis: not d) how badly they want to found a city on the opposite side of your empire? :) connor: that's the idea... Ok :) ive found i can overtake others cities easily by running up right next to its border and building my well only if its new and culture level is low the culture rush is a legit strategy... Another question is about the problem with special units and the way they integrate into the upgrade structure, for example, I can upgrade from Spearmen->Pikemen->Musketmen. But if I was playing the French, I cannot upgrade from Pikemen->Musketeers, and I think the same applies to other UU by the way they are implemented. Is there a way you could sort this out? well, not being able to upgrade TO an unique unit was a design decision b/c of the other benefits of that unit (Golden Ages, for example...) However, the French should be able to upgrade from Pikeman to Rifleman. In other words, it shouldn't "cut the chain" so to speak. The stats of the Privateer unit, are they also a topic for discussion for the patch? what about the f-15 its too late in game imo F-15's are late in the game, but many have argued that a late Golden Age is very powerful... *I've got a AI-strategy question* may i ask it? go nidz-onehalf: sure whats your question? 10Soren --- Is simple trespassing enough of an excuse to start a war with an AI player without losing points with other AI players. In other words, I don't want to ruin my reputation in the long run to win by the UN vote. starting wars over trespassing will not affect your reputation... thanks ...actually, reputation in civ3 works much differently... ...there is no one number anywhere... soren:tell us more differently? please tell more ...it is more an issue of specific actions (breaking trade deals, backing out of military alliances, etc...) ...so the AI will remember not to make a military alliance with you b/c you abused that treaty in the past... can you not outright destroy an enemys city i tried dropping 4-6 icmbs and nothing just brought it to one person and thats it You can't destroy enemy cities with nukes... Nukes do not destroy enemy cities... it used to work that way but it was deemed too powerful. so there is no way of doing it <[DL]Aldrick> Soren_Johnson_Firaxis: Will there be a patch where you add the option to disable viewing the workers do their work? because even with no animations itīs slow as hell on a amd1000 with 512mb ram.. Aldrick, I have an Athlon 700 and I have no speed problems with a screen almost full of workers doing there stuff. Do you have a driver issue or something? workers doing there stuff. Do you have a driver issue or something? [DL]Aldrick: it might be a video card issue, which we are looking into. Many people are experiencing no performance issues on much lower machines. The strange thing is though Soren, I have a GeForce with new drivers on XP and should be having massive speed problems with graphics but it is working beautifully :-) hey, computers are screwy... ...if only the Amiga had won out.. then there would only be one system. :) <^UvaSabre^> Civ 3 = owns :D <^UvaSabre^> Soren_Johnson_Firaxis, let met just say, great job. :) tahnks i mean, thanks <_Bargle_> Has there been any discussion on weather Multiplayer will be added to Civ 3, or perhaps via an expansion? multiplayer! multiplayer! No mp discussion guyes, thanks oh <^UvaSabre^> Soren_Johnson_Firaxis, on friday i played from 2:00 PM to 10:30 PM <^UvaSabre^> is that a bit extreme? :D <^UvaSabre^> imo you dont need multiplay that much UvaSabre, you should have gone for a long playing session ;-) I assume there are several AI subsystems for a given civ? Is there a master AI system that coordinates the others and goal seeks for the civ such as conquest, cultural, space, victory? I noticed that the AI is distributing its workers in its capital quite badly or the sourrounding squares are not irrigated etc. sometimes the AI chooses not to distribute its workers on food tiles if it can't grow (needs a Hospital, for example...) *** ACS_MarkG sets mode: +m 1 min moderated since we had some new people, some new explanations the chat is about AI and the game mechanics it's not about MP, the patch or video card problems thank you for your help *** ACS_MarkG sets mode: -m Have you thought about having it moderated the whole time, and then just having us send you questions, and then you picking the relevant ones'...?? <[DL]Aldrick> Soren_Johnson_Firaxis: Itīs more the time it takes to see all workers move around and doing their work, see 100 workers run around your country fixing things takes alot of time, if you could skip that part it would be great :) No driver issue as you can see.. Adrick: Be sure to look at your prefs Soren - whats the situation with the Worker AI. They are always digging up MY improvements when automated... RedFox: If you press "Shift+A" instead of "A" to automate your workers,they will not touch previously existing improvements yeah get rid of em. Have you thought about having it moderated the whole time, and then just having us send you questions, and then you picking the relevant ones'...?? <^UvaSabre^> Soren_Johnson_Firaxis, did you program Queen Elizibeth to be bitchy towards the end? :D Elizabeth is... crafty. Yes, I programmed that! <^UvaSabre^> Soren_Johnson_Firaxis, she was a real bitch to me when i was her best friend for a long time If you do something bad to a civ in the beginning and this civ has not meet any other civ... will the other civbe aware f yiur act ? vorret: depends if that civ is still around by the end of the game... Is there anything you can do to prevent defections, besides culture war. like say 10 military units. the chance of city defections can be lessened by a) troops b) no civil disorder c) we love the king day d) culture and e) distance to respective capitals. e) is especially important. d) culture: of captured city or your civs? Mark: both however, troops are very effective...as a rule of thumb, one troops disuades one citizen from thinking of defecting... defections measure the culture of the two civs in the city itself and as a nation overall Maybe e) should be tuned down : a lot of countries used to have colonies far away from their capital. libredr: yes, and those colonies often revolted Yes but they were not absorbed by other civilizations e) is more attuned to relative, not absolute distance. The point is that the closer you get to his/her capital, the harder it is to keep cities. Sort of like a spring. Soren_Johnson_Firaxis: are you all considering making e) less important? taking over the world on a huge map is virtually impossible. . . the game should be hard, but not impossible. . Soren_Johnson_Firaxis: Could this be nullified by capturing an AI civ's capital? connor: possibly, depends on where the capital is moved to... will civ3 go for a linux version? snailpower, nothing has been decided on that so far 5k tx I assume there are several AI subsystems for a given civ? Is there a master AI system that coordinates the others and goal seeks for the civ such as conquest, cultural, space, victory? There are several AI subsystems: civ-wide, city, unit, tech, etc. ANd they communicate between each other. I discussed this some in my Apolyton interview. indeed you did :) basically, a high-level system will determine a goal, like offense or defense and the lower-level systems will weigh their decisions accordingly (like should I build a Spearman or Archer) http://apolyton.net/misc/interviews/civ3_2sorenjohnson.shtml thank you There has been quite some dissent about the level of 'pop-up' information in the game. Not being told when one of your Wonders expires, just to mention one. Are there any plans to add pop-ups as a preference? Congestion: we have looked at the pop-up issue for the patch. Sorry I have to be so vague... That's ok, I understand. Thanks. no problem.. it is hard to read all the questions <^UvaSabre^> Soren_Johnson_Firaxis, thank you for making some tribes peaceful, seems like they are all out to get me and my bitches :) one thing I have enjoyed while reading threads about the game is that some people think the AI is too peaceful and some think the other way. Hopefully, they feel this way not just from personal perspective but because the AI will vary its strategies from game to game. "Game to game"?!? 'game to game'? randomly or depending on how the game develops? <^UvaSabre^> Soren_Johnson_Firaxis, towards the beginning they are peaceful, then they think they are badass and go all out and demand my pants The AI is more aggressive in some games ??? You mean according to settings of the map and it's situation? yikes. Game to game based on reasoning i hope? :) Sorry missed the begining. Have Soren been informed about the senseless moving of all AI units that slows down the game? sorry about all the "senseless" unit movement. Basically, if the AI has nothing to do with its offensive units, they jsut "patrol." We are looking at ways to speed this up... * We are looking at ways to speed this up...* oh thank you!! this was majorly slowing down the end game, ESP on a huge map.. . and ESP if there is a war going on, having to wait for the computer to figure out all the battles, etc. . Is the AI building cities in remote places, without any resources at all near them a bug in the AI that makes them just want to build and expand no matter what the surrounding area is like? I've taken over MANY cities through culture that are just usless to the AI civ =/ because of the strategic resource system, there is no such thing as a "useless" city in Civ 3 (which is not to say that you should cram cities together... that would be a mistake.) But what might look like useless desert might someday become oil heaven. Was there a mechanism whereby the AI gets advantages according to its situation? The story about 20-strong armies not taking a hitpoint of a lone warrior is one I've heard all too often :-) Mark13: I am glad you brought this up. The AI get NO combat bonuses of any kind at any difficulty level. I understand that many people have a hard time believe this but let me give an anecdote... ...at one point in the project, people complained that combat was unfair, so I said I would change some things, and what I did was give the _human_ a combat bonus. Then people told me that combat was once again "fair." It is all in the eye of the beholder i'm sorry, i missed a bunch of questions while answering that one Soren, I don't know if this has been addressed before, but do you think low-tech units have too good of a chance to defeat higher-tech units...?? gamad...: concerning the loss of firepower. Firepower added needless complexity to the game. For example, there is no significant difference between a unit with an offence of 10 and a firepower of 2 and a unit with an offense of 20 and firepower of 1... however having said that, the later age units in Civ3 ARE less powerful than they are in Civ2. This was a design decision based on the resource system. We didn't want the game to be totally hopeless if you were unable to build the newest type of unit because you don't have resource X *** ACS_MarkG changes topic to 'Civ3 AI Chat with Soren Johnson- NOW - ask questions on #apolyton-open' 10Soren, when does the AI give up on trying to attack me? The Egyptians have often attacked me for what seems like forever and all they accomplish is some improvement destruction around the city. It doesn't seem to be worth the units. The AI likes to expand, as I'm sure all of you know. It is not a bug although I am looking at some specific issues involving cities which will almost certainly be lost to culture for the patch... The Ai doesn't give up on attacking you until a) peace or ) s/he is on the defensive. If the AI can hurt you, it will. Mark: what was that? 10Soren, when does the AI give up on trying to attack me? The Egyptians have often attacked me for what seems like forever and all they accomplish is some improvement destruction around the city. It doesn't seem to be worth the units they're losing. see above :) QUESTION: does the AI ever "backstab"? like: This CIV has a kinda small military, but a great scientific advancing. So first I'll trade all techs, then wipe 'em out. Or any other form of skeems? (may have follow-up Q's depending on answer) the AI is more willing to make peace if the war has gone on too long, however... The AI does backstab when the opportunity presents itself... do they do that to all players, or just other AI, or just Humans? ...however, it will not do thing like what you mentioned just b/c it would make the game less fun... ...iow, the AI was not programmed to be a "perfect Civ 3 opponent" they backstab other AI opponents as well do they exploit other Civs in any way? (then i'm done) *** Patrick_Dawson_Firaxis has joined #Apolyton hi pat Hi Soren, net is back up here, since I like to state the obvious. Greeting to Patrick Dawson! Hellp Patrick_Dawson_Firaxis: welcome, thanks for coming :) *** Dan_Magaha_FIRAXIS has joined #Apolyton I mean, Hello i was just about to ask: Where is Dan Magaha Patrick? :D *** Mike_Breitkreutz_FIRAXIS has joined #Apolyton Welcome to Dan_Magaha_FIRAXIS as well. :) go winstar Oh my, the gangs all here :) the cavalry is here! Soren is saved :) hi dan hows the hot seat Soren? =) HOTSEAT? :D tsk tsk Mark! LOL QUESTION: Is the AI scripted (and in which language) or is it hardcoded? Will there be a SDK? Demonic: The AI is not scripted... it is all in C++. There are no current plans to release a SDK. I am interested in project that give more freedom to the mod community to alter the AI. The Civ3 AI, however, was written to be as flexible as possible, so that it can deal with many (most) changes to the BIC file.b I have a question about the AI's goverment choices. I noticed via editor that certain civs, like Russia despise the use of democracy, yet in every game I have played so far, the other Civ's always use Democracy if it is available. Does the goverment preference have any effect on the AI ? The government preference does have an effect on government choice. However, I erred on the side of "best government" instead of SMAC-style social choice, so if Democracy is the best choice at the time, it will often go that way. ok everyone, you did not read the above lines! so are you all having fun? hey..i got here late. referring to his comments on "goal AI", are there conditions in which the AI will declare war to get strategic/luxury resources, or in cases where the player has them offer a "fair" trade deal for them? (eg offer a resource + tech for the player's resource) The AI will go to war for strategic reasons, including goods and their availablility. The AI, however, is plenty happy with fair trade deals. It is a good way to keep your neighbors friendly, in fact. And I want to know if anyone has beat Diety legit. Patrick, if you mean from Apolyton, i dont think so This has been semi-answered before, but once again, for the record: Does the AIs treat each other the same way as they treat the player, or are they biased against the player (in a Regent level game)? Congestion: The AI is essentially blind concerning whether a particular opponent is a human or an AI. For example, there is an AI_declareWar() function which determines who the AI would like to sneak attack, and nowhere is that function do I make a call to is_human() to see if a specific civ is AI or human. I meant "nowhere in that funtion do I " Thanks! That'll shut a few people in the newsgroups up. :) cool soren :D <[XSS]> QUESTION: When does the AI consider suing for peace, in most of my games the AI is just so stubborn i can't make peace with them and im stuck in mobilization XSS: hmm... the AI is supposed to take into account its recents victories and/or losses in determining if it wants to go to peace or not. I have seen it work, but perhaps I should look at it a little more. <[XSS]> Thanks! Mike - any progress on the save game issue? I haven't had a chance to look at the saved games yet but I'll be looking at them later today. hi mike the gang's all here! <[XSS]> Soren_Johnson_Firaxis: How many pages of code do you estimate the AI code takes? XSS: there are 5 main AI files (leaderAI, cityAI, unitAI, diploAI, gameAI), and they probably average around 3-4000 lines. I know unitAI is over 10,000 Question: Does the AI ever start making actual "fair" trades? It seems to me they'll never ever trade unless the deal is tipped in their favor. I've had this problem with trades even after being the "nice guy" and giving away a tech for nothing in return to a Civ.. seems I can never get anything from them unless I give More in return :( Argeye: well, that is a subjective question... the AI is more picky about its deals at the higher dificulty levels, but I don't think it ever want more than a 10-15% mark-up on what it considers to be a fair deal... there have been circumstances in which I have gotten the AI to give me 2+ luxuries in exchange for 1. It all depends Argeye: if you are the most powerful civ in the game, it can sometimes be hard to get fair trades... Also, I have found if I have a high level tech the AI wants but doesn't want to research, I can get an awful lot of gold per turn for it. I'm considering leaving and coming back as RodLosAngeles =) Dan, Rod has got himself a two weeks ban from the forums :) wnat one too? :D ouch! Here's another one: What was the resoning behind deciding not to let aircraft be able to sink ships? FIRAXIS: Could we possible have more info about cities' defenders at the main screen in the future? Maybe a little S-letter for a air-superiority unit in city and small A-letter for a artillery unit? Something like that? It would help arranging defensive units to cities. Soren's AI code is responsible for the largest functino in the entire game.... mike, is that he is second under jeff briggs on the credits? :) Mike: grrrr... re: flexible AI. What if I'd want to change AI personality in the middle of a scenario? (FE WWII 'Parisian' France -> Vichy France). Is that possible? LoQtus: that's an interesting idea. I mean, the AI does change dynamically anyway, but I assume you want a more scripted response. More fun for Mike, I guess... thanks. yes, it should respond scripted. So Mike: any plans in that area? :) now we can only see best defensive unit standing in the city and small lines which tell how many units there are. Wexu: what? Could we possible have more info about cities' defenders at the main screen in the future? Maybe a little S-letter for a air-superiority unit in city and small A-letter for a artillery unit? Something like that? It would help arranging defensive units to cities. that's a good idea... i'll add it to the pile. :) thanks! :) Gold per turn is broken and you can get however much you want from them reguardless.. is what I read on the forums anyway.. haven't tried to test it myself though :-/ Argeye: yeah, there is an integer overflow bug involving gold/turn. I CAN let everyone know that that is going to be fixed. Here's another one: What was the resoning behind deciding not to let aircraft be able to sink ships? Congestion: game balance. We felt that air units were too powerful in the previous SMAC/Civ games, so know you need at least some sort of a navy in order to sink other naval ships. I should note, that naval ships can't fire back, which evens it out somewhat *** Mike_Breitkreutz_FIRAXIS has quit IRC (Ping timeout) <[XSS]> QUESTION: Tell us something funny that occured when programming the AI or the overall game. XSS: well, at one point we had a bug which allowed the AI to think it could sail from the north pole to the south pole even though it actually couldn't, so the result was that we saw all sorts of AI ships hanging around the north pole and couldn't figure out why. That was a fun one... What was the reasoning behind not allowing aircraft to sink ships? QUESTION: How does the AI prioritize use of Workers? I'm asking about the AI's workers, not my workers on 'automate' i think it's the same right soren? Mark: yes, the AI worker AI and automare is basically the same... I've had several instances where I had to send my own workers to another continent to build roads to the AI's resources in order to get the AI to trade them with me...and it seems they run about without doing much a lot of the time wow, that was too long maybe you can see the resources and the AI can't... no, I gave him the techs too :) well, once they get the techs, it will take a few turns for a worker to free up and make its way to the resource... or maybe the AI already has access to the resource (but only one) in which case it isn't a high priority... * ChrisTheCat thinks that the AI should consider scarcity of resources and potential profits from trading them when sending workers to build roads then... ChrisTheCat may be right. *** Patrick_Dawson_Firaxis has quit IRC (Ping timeout) *** Dan_Magaha_FIRAXIS has quit IRC (Ping timeout) there goes the firaxis connection again :) QUESTION: In your experience, how well does the AI respont to wild changes of the game rules, say a multiplication of every numerical value by three? Crazy value changes? So, again, if you missed my question above: How robustly will the AI handle extreme values in the editor? Say 30 instead of 3 hit points per unit or extreme conflict between government types. Snapcase: well, there is only one way to find out. I don't think hit points will screw with the AI. Changing the standard government fields should be fine too.... although I can't say that the AI worried about some fo the more obscure gov modifiers like conversion adjustment. What about the obvious "AI control" modifiers in the Civilizations screen? Does the AI respond to those well? Snapcase: do you mean the build priorities? For example. It should respond well to those. The "often" flags will simply double the AI's value for those types of units or buildings. The never flag will mean that it will never build them (although sometimes there is overlap, so it might require clicking multiple flags to prevent the AI from building a Harbor...) Sounds good. Thanks, Mark, you can devoice me now. <[XSS]> QUESTION: Did you "program til you drop" or did you have a working schedual during the making of Civ3? XSS: um, no comment... I'll just say that all my CD's are at work. In the forums we found out, that all AI players behave the same, in one point : EXPANSION. They ALL expand like hell in the beginning. Couldnī t you implement a little more variety, esp. concentrating on a few big cities ? Sunstone: well, there is some variety... I know that some AI's will aim for culture sooner, but expansion is very important. It seemed like the main problem with the previous SMAC/Civ AI's was that they didn't expand fast enough, so one of my main goals was fixing that. yes but the players have to do the same : EXPAND otherwise youīll be stomped. itīs an "expand as fast as you can- race" in the beginning. AI building towns in your territory. Always ! Sunstone: yes, I know. In my estimation, the AI has the best chance of competiting successfully if it expands aggressively. ok, thanx alot ...devoice me. Question - how can I get the AI to stop attacking another AI? Also if I have a mutural protection pack with two civs and they attack each other how does the comp decide which one I will defend? i have to say that mutural protection pack are very tricky. you should be very carefull with whome you agree such a thing :) SITS1: Good question... one way is to attack one of the civs since they don't like being in multiple wars unless they have to (via MPP or Military Alliance)... Thanks - another question - how does the AI use Shakespeare's Theatre? With units not being supported by a city how does having 8 happy citizens in one city help matters? SITS: well, it is like a permanent We Love The King Day, which can help your production a lot. Needless to say, however, it is not one of the AI's favorite wonders. I've got a question.. not for the team.. for anyone here that can tell me :) What is better on wheat/cattle ect.. a mine or irrigation? My automated workers take too much time changing from one to another sometimes =/ you know soren, the We Love The King Day animations are geting tiring on me :) Perhaps it is time to increase the difficulty level? :) *** Guest1 has joined #Apolyton you mean monarch isnt difficult? :) monarch is a good difficulty level... in fact, I would describe it as the most fair. There are some AI bonuses, but they are not very powerful, and the human can always edge out the AI through little things, like micro-managing the science slider. people with + in front of their names can actually talk! Soren... I dunno if this has been addressed, but the Privateer seems pretty weak... gama: we are looking at the Privateer values... How does the AI deal with so many diplomatic options (trade goods, gold, sciennce, cities) ? How did you track erratic AI behaviour ? TLG: I tracked erratic AI behavior by just watching the AI play itself. Every night went I left work, I would set two computers up to have 7 AI civs just go at it, and in the morning there was always something interesting I didn't expect. The AI handles diplomacy by assigning a value to everything which can be put on the table and accepting a deal if it's side is more or equal to your (there are some special cases...) "I would set two computers up to have 7 AI civs just go at it" how can we do something like that? :D sorry Mark, that is only available in debug mode... any chance you'll make it available to us in the future (AI-only)? LoQtus: that is undetermined... Is there a set ratio between resources, i.e. gold is more common than oil and so on, or is that totally random? I'll try again: Is there a set ratio between resources, i.e. gold is more common than oil and so on, or is that totally random? Third time is a charm :) :Is there a set ratio between resources, i.e. gold is more common than oil and so on, or is that totally random? sorry, I am sure I missed a few ?'s Is there a set ratio between resources, i.e. gold is more common than oil and so on, or is that totally random? Congestion: there is a ratio for resources and luxuries which is set by the number of players in the game. There is always at least one resource per civ and there is never more than one luxury per civ. The "commodity" resources (wheat, gold, etc...) basically just fill up the rest of the map. Thanks. Next question: Will there be a comprehensive list with all the keyboard shortcuts with the upcoming patch? Congestion: is the manual incomplete. ? Congestion, i think the manual has a full list Most (not all) of the info is in the manual, but a reference card, or listing of keyboard shortcuts, would make it MUCH easier to use. And I don't *think* there is one in the manual. Congestion, page 196 :D I'm blushing. question: who's idea was it to put Apolyton in as a Greek city name and why didn't you name it Apolyton.net? ;) LoQtus: it's one of those things which just worked its way into the project... I'd just like to say... That I'm overjoyed Pittsburgh made the list of American cities this time...:) Any chance armies will be allowed to attack more than once? When fighting low tech AI's it is a disadvantage to put tanks into an army because you can only kill 1 enemy per turn Twostep: true, but an army is a guaranteed win most of the time, so it is usually worth the trade-off. But it is a trade-off, so you have to make a choice. ok, but it still seems unrealistic... 3 tanks attack 1/3 as much as 1 does The bonus for expansive civs seems too slim to me, 1 worker at the start is not enough when it only takes a couple of ressources to build TLG: that is true, but only expansionist civs can build scouts, and they get much better stuff from goody huts (never barbarians) It sort of depends on the map. Obviously, expansionistic is pretty useless on archipelago. Cheers Soren - it does seem to be a left over from Civ2 so I can't really see the value of it in civ3. It would be great if it produced lots of culture points like +10. AI question - Does the AI cheat and know where your weakly defended cities are? Soren - The Shakespeare theatre would be more useful if it produced 10+ culture points - at the moment it seems to be a left over from civ2 with cities supporting units. AI question - does the AI cheat by knowing which city is poorly defended? SITS: that's an interesting idea about Shakespeare's Theatre... ...as for the AI, well, the AI does not interface with the map like the player does. There were, however, some AI bugs in the original release in which the AI obviously was target the weakest city. We are working on that... I just want to emphasize though that the AI is not a human. They don't have a keyboard, mouse or monitor, so the answer to that question is never going to be "Yes" or "No." It will always be somewhat grey.. targetting Soren, a question of mine: i've only played 1.5 games so far, but the AI does not seem very aggresive? Is it just a matter of difficulty level(monarch)? Mark: I think the AI is a little less aggressive than in Civ2, but I think it varies from game to game. Some people seem to think the AI is quite aggressive. also, aggression levels can be easily tweaked via the editor... *** Soren_Johnson_Firaxis1 has joined #Apolyton sorry, I got disconnected... What is the AI's fav wonder? the AI likes the Pyramids, the Great Library, the Art of Wonder, the Hoover Dam, Sistine Chapel maybe? I tried to make sure the AI knew to emphasize the choice wonders since that seemed to be a flaw in previous AI's the Art of War, I mean Cheers Soren! Soren_Johnson_Firaxis1, I think, when AI decides to really threathen you, it should ask something rational, like some tech or city, not territory map and 5 gold pieces. :) well, if it is asking for gold, it is probably b/c you don't have any techs it doesn't have. I think... Soren_Johnson_Firaxis1, then it should ask at least 100 gold, not 5. :) Soren, a question of mine: i've only played 1.5 games so far, but the AI does not seem very aggresive? Is it just a matter of difficulty level(monarch)? Mark: I think the AI is a little less aggressive than in Civ2, but I think it varies from game to game. Some people seem to think the AI is quite aggressive. Markos, he answered your question already... (first thing he didn after rejoining) i thought he was answering to the differences from civ2 question by mark13 :) Wasn't me :-) I have been doing some modding and I am wondering: Will the AI be able to use units and improvements/wonders that I change properly, simply on the basis of it seeing the differences in their attributes? For instance, I gave Infantry a limited amount of tile improving ability- will the AI know to use Infantry in that limited way now? Anunikoba: the AI will probably not be able to deal with road-building infantry... that would require a whole 'nother level of AI (should this unit be improving or fighting?) and that choice never existed in Civ3... Thanx Soren Also, does the AI create armies? I've never seeon one so far.. I hope the AI is creating armies... I've seen it happen a number of times. Getting leaders is pretty hard (As I'm sure y'all know) I have seen an AI army once- I remember now from a while ago Yes, I've seen a Zulu army early in the game 2 games ago Funny, the army I saw was also Zulu because of impi... yes i have seen an egyptian army zulu==military i use one Gl to make an army so I can make the military academy...and then the rest are wonder rushers...if I ever get more than 1 one leader per game is probably about average... it is a reward for playing militaristically. Hmm, I've had five so far this game... Thanks! Umm, another question about armies... if it is a tradeoff to use one instead of three individual units, why would you ever expend a leader on it? I thought the tradeoff would be between instant wonder and army? CyberGnu - I think what Soren was saying was that b creating an army, you're effectively substituting three normal units for one 'unbeatable' unit - that's your trade-off... Question: How does the automated worker know whether to mine or irrigate a given grassland square? Nobody: well, there is a basic pattern it follow to even it out. Basically, every other tile gets mine/irrigation. One of the reasons for this was that the AI would never accidently box of an area of the map from fresh water access... Soren_Johnson_Firaxis: I guess you played the game lots and lots of times, so you must know: Aren't some civs more likely to succeed?? sunstone, they probably tried not to have something like that :) Sunstone: it's funny... I assumed that some civs would always come out on top, and although there are some which tend to be more successful, there is not one which always win in the AI-on-AI games. Which is not to say a human couldn't find a terrific strategy for just one civ... :-)) thanx Soren! I think I'll try that.... 2nd time: do you have any plans to refine the way you can win a diplomatic victory somewhat? as it is, the game ends very abruptly and arbitrarily with just the UN vote. Moo2 diplomatic ending sucked somehow atahualpa: it depends on your rivals. having twice as much culture than anyone else on Prince or higher is pretty much impossible (PRETTY MUCH... I DIDN'T SAY IT WAS!), so I think the 20,000 points in one city is more doable. You need to plan for it though. Build the temple and library ASAP and lots of wonders. thx soren Does the computer make the UN? I've only played 1 game that got that far...rest I gave up on...losing causes... The AI does make the UN I lost once that way *** Canuss has joined #Apolyton Pembleton: the AI does make the UN... it might be the most important wonder in the game. Soren, you mean that there is rule for the ai not to build it? zzzax: I'm not sure what we could do with the diplomatic ending. It is pretty straightforward. Get a majority and you win. More bells and whistles? (they do matter, btw) mark: you can tell the AI never to build certain types of buildings and units in the editor. But like I said earlier, some fall under multiple categories, so it can be tricky. By the way: I think the AI is terrific, especially in the way wars are handled strategically: great job!! You really didn't disappoint any of my high hopes! thanks for the AI, which language was used, how many lines o code? C++ and the code would be measured in the hundreds of thousands. (For anyone with the game): Do units in an army gain experience? yes, units in an army gain experience... Armies don't gain experience...I don't think. Ok...I'm wrong. :P the units do... the armyh doesn't "The units do... the army doesn't" But the increased HP within the army counts, right? congetsion: right Soren_Johnson_Firaxis1: is there no choice for playing on after UN Victory? Atahualpa: it should be like the other victories... I can play on after UN victory BTW 1 thing I would love to see on the patch : decolonization i.e. the ability for cities with high corruption {and|or} away from the "historical center" of your civ to claim freedom, thus leaving your empire and starting a new civilization. TLG: that is an idea we toyed around with, but there were problems... what if there were then 17 civs? If they begin with just 1 or two cities in the latter game that could be fun :) Many empires broke because of decolonization and if you limit the number of civilization to something like 12 that could be managed pretty well by the current engine. All the freed civs would be struggling to survive so this should not affect the gameplay too much. TLG: right, but some people play with 16 civs. It is a GOOD idea, but we saw problems with it, so we devoted our problem solving skills elsewhere! Soren: Before this ends. I really enjoyed seeing you guys come out and answer these questions. Firaxis really stands out as a company. I love the game. Auslander1: I'm glad you like it. We have worked really hard to bring you the best Civ experience yet. (not PR!) Soren: Well I would say you guys hit the nail on the head. The game is amazing. It's also ruining my career, social life, and school. :) So how are you finding those dodgy people they call 'Infogrames'? Do you know they make mass sacrifices of frogs every day? ;-) hahaha well, they got the game out pretty quick, so that is thumbs-up. <[XSS]> Lol An army consisting of three tanks, still only attacks once. Can you tell us a bit about this design decision? congestion: well, there are certain things an army is capable of which would be very difficult for regular units, so there were obvious benefits which meant that a trade-off was ok (and even preferred...) Soren, I stil don't agree on that tradeoff. An instant wonder is so obviusly much better than an army. In fact, in the game I jsut played I used a leader to create the manhattan wonder, freeing up 12 turns of production for my captial. That's equivalent to 6 units of modernd armor! CyberGnu: yes, but if you get one army and it is successful, then you can build the Military Academy and make as many armies as you would like? True, but that is a weird reasoning... And I'm not sure the tradeoof is worth even that... Just in US! thumbs down! wexu: sorry, it won't be long.... Soren_Johnson_Firaxis1, well, I wouldn't mind if it were some other game, but Civ is always Civ. ;) Soren - has any bugs that have been found since the game was released caused any finger pointing in the Firaxis office? :) SITS: no, we are a fantastic team. When we aren't programming, we're gaming together. Bugs are unfortunately just part of the process. If a programmer ever tells you he doesn't write bugs the he is either a) not a programmer or b) lying. btw, is the annoying unit-changing-if-nothing-is-in-the-queue-governor gone in the next patch? :) wexu: we are looking at giving many more options for running cities... I say: Make the governer screen have a button that lets you autoselect "All Cities" rather than having to go in and change each one by hand. Nobody: the governor screen does all you to do that. Just click on the button which says "THis City" "does allow you" I mean, I want to have everything set to "All Cities" without selecting "All Cities" in the 10+ drop-down dialog boxes. :( nobody: i see... btw, why cant i change the sorting of the cities, in the city list? it does change for 2 seconds, then it changes back! It's a bug :P Yes MarkG I hate that No, they just did it to torture us. Sunstone2 asked: Will we be able to deport AI settlers within our borders with a future patch? congestion: the game does allow you to demand that the AI get out of your territory. However, they have to be in for a couple turns before you can force it... soren : how ? often they just donī leave. Soren, it would be excellent if the 'Right of Passage' pact would allow our units and the pacted AI's to occupy the same square anunikoba: that led to some confusing interface issues (like if you attacked that square, who are you attacking) Good point Soren Soren - any details about the patch schedule? A big patch or some small ones? Ah well. Guess it all comes down to personal preference in the end.... Thanx! Soren - any details about the patch schedule? A big patch or some small ones? SITS: sorry, I can't discuss the patch schedule. We are working hard to get it out as fast as possible! OK. Thanks for being here Soren and I need to shoot off. Well done with the AI! Oh, why can't you airlift armies? cybergnu: b/c airlifting armies means airlifting (usually) four units and airports can only airlift one unit/turn Would it be possible to kick a foreign settler at the moment he wants to create a city whithin your borders : a window would pop-up and you could expell it whatever the number of turns he has been in your territory. libredr: does the AI really build a city in your territory? that would be a declaration of war. Nobody : or if his borders would overlap yours... It is just an idea Soren sorry I expressed myself badly ! But I think we have to change our strategies to protect our borders. I know, Libredr...I just hate it when the AI decides to build a dinky city on the one free tile left on an itty-bitty penninsula. I will say that we are looking at city building issues for the AI... How about Ctrl-Click on a square to move all units in that square? Would be great for the late game. congestion: that's an idea. Congestion : This is possible already, isnīt it ? Read the readme. I think Shit klick or sth. Soren_Johnson_Firaxis1, btw, why no battle helicopters? they are very important units in the real life. Wexu: we determined that it should be very clear for the user if the helicopters are for transport or combat and we chose the former. Soren---Should I wait for Civ 3 multiplayer? Is it gonna be a seperate game like Civ 2 Multiplayer was or is it gonna be in a patch? Almostboughtit, there is nothing official about MP Make the AI use artillery in offensive Matte: the AI doesn't put a high prioity on artillery, but I have seen it use it before. It use it in cities as a defensive unit.. Is there a way to wake all units that are fortified in one square at the same time? * ACS_MarkG would like to announce that Soren will be with us for around 20 minutes. He would also like to thank Soren for chating with us for three hours(!) and everyone for helping in having this chat unmoderated for the greater part. Thanks! and no, i dont have an ego problem *** Dan_Magaha_FIRAXIS has quit IRC (Ping timeout) Hey Dan, network working again? Soren Johnson, Do you think there is a possibility for a patch to add more control over the choices automated workers make? Arrendek: make sure you look at the alternative automating command (road-to, build trade network, improve home city, clear jungle, clear polution, etc...) Soren, you interview you said that the AI surprised you many times, making you wonder if you actually programmed it to do that! Can you give an example? "you" = "in your" well, one time the Chinese contacted me and asked for a mutual protection pact. I turned them down and they immediately signed a military alliance with the Romans against me. Doh! Dan, will this friday's update have the patch? ;) i ask about the patch and the firaxis net connection drops :) so I have a question for you guys... shoot! Yeah? Soren go ahead and ask us. Are you having fun? Oh yeah Soren!! YES!!!! I'm having fun... you bet I'm sure, in fact I know Apolyton has a list of known bugs, that you're planning on addressing this, however, I need to bring it up. garmadictG - I did play Zulu... the only civ i haven't tried yet are Americans and Indians. Well, I returned the game to the store yesterday... With Civ3? Yeah. It's great I am having a blast with the game, great job OUI !! Not until 16 Nov :( no, 'cause I'm live in Europe I will, when the game gets to Europe. There is still a the million gold a turn bug with diplomacy. Had anyone else encountered this ? Half the fun is reading what other people are discovering with the game, too... Soren---No, cause I didn't buy it. *LOL* yes but it could be more fun cool... that's what it's all about. well, except for "almostboughit" :) Soren---I will buy it, hell I'll buy 3 freakin copies if you all add multiplayer. Soren---I'm a huge Civ Fan. Just can't buy a game that should have multiplayer and doesn't. Soren_Johnson_Firaxis1, well think this: Civ3 is best of the Civs, Civ belongs to my all time Hall of Fame of Games with UFO: Enemy Unknown (aka X-Com:Ufo Defense) and Combat Mission and I have been playing games since C64. So guess am I having fun or not? ;) if you like the million dollar bug, don't get the patch! I know I'm late, but I'm wondering if the AI's respect for borders, both in observing others' and policing their own, will be addressed in the near future? OH - The AI seems to know at times where Strategic Rescources *will* appear (Reagent Level) and builds cities long before they appear. Guest83111: I believe that the only time the AI will violate your territory is when it is fighting a war with someone else or trying to found a city. If you tell it to get out, it should not try to found a city for a while... can't do much about wa though. But having the AI fight each other is almost always a good thing, right? Soren, how do you feel about statements like "Civ3 is broken"? :) !!!!!!!!!!!!!!!!!!!!STILL MODIFYING STARTING HERE!!!!!!!!!!!!!!!!!!!! I've seen the AI kick my ass many times... CyberGnu: it's a feature, it's not a bug It's clearly broken... *** poofter_jones has quit IRC (Quit: Leaving) CyberGnu: not sure what you mean... TLG, the reassimilation? there are things you can do to encourage and discourage reassimilation *** joer has quit IRC (Quit: Leaving) *** Guest1 has joined #Apolyton *** Guest1 has quit IRC (Killed (powertech.no.eu.dal.net (Guest1(?) <- valhall.no.eu.dal.net[unknown@localhost] ))) Congrats on a job well done. Don't let me bother you. I'm a huge fan of Firaxis. CyberGnu: GET OUT! We don't like your kind here. :) Geez... Soren_Johnson_Firaxis1, I think the "Invulnerable bomber" -bug is fixed in the next patch? Mark: too many people are having fun to claim that it is broken. I described this in one of the threads... I did everything I could to keep one of my conquered cities, but I oly got to keep it four turns Which is annoying and quite unrealistic You know, I have no money...But I never obsess over whether to purchase or keep a game like some people...:) Wexu: we are working on it. If my tanks could kill off his spearmen without problem, how did his citizens kill my tanks? Soren: Hrm - I've had a different experience; the AI (again, on Regent) continually voilates my borders attempting to either build a city somewhere, or if I happen to be between they and a civ they're at war with. I am forced to tell them to get out repeatedly, and they often will enter over multiple, consecutive turns, such that I'm eventually given one of three options: put up with it, get a right-of-passage agreement, or cl *** Guest1x has joined #Apolyton Why aren't my improvements sold when I am running out of money (chieftain level perhaps) ? Soren_Johnson_Firaxis1, yeah, it's a bad bug. :) I came in late, what is the ETA for the first patch (not that any bugs are affecting me at the moment) Soren: Is the chance of cultural assimliation after a city is taken over based upon the # of foreign nationals present? *** jwestpfahl has quit IRC (Quit: Leaving) the easy fix would be to suspend the assimilation for newly conquered cities... for at last 20 turns kingAI: unknown The border thing is probably the thing that annoys me the most... *** Wulfson has joined #Apolyton kingai, uncertain but possibly end of month KingAl, as soon as possible. Other then that the AI's keep everyone bunched up with techs by trading everything... *** Lars-E has quit IRC (Write Error: Broken pipe) Anyway. I think you guys did a superb job on the AI, which is what this chat issuppsoed to be about right? I only wish the game implementation would have the same high standard Create a line of warriors along your border from shore to shore. That'll keep 'em out :P *** big_canuk has joined #Apolyton *** ProvostHarrison has quit IRC (Quit: Leaving) Hey, I've got an idea... have someone seen AI build a fortress? *** Wumpus has quit IRC (Quit: Leaving) *** Guest74067 has quit IRC (Quit: Leaving) *** ParticleMan has quit IRC (Quit: ) If I destroy every other Civ, there'll be noone to violate my borders...!! *nod* AI's seem to have two states when dealing with eachother: Best-of-Buddies or Dire Enemies. CyberGnu: to help keep your cities from switching sides try... filling the city with cheap combat units... capturing cities which are far from his/her capital and close to yours... rush-building culture in the city.... building culture in your civ... having a WLTKD... squelching resistance The violation of border isn't what bothers me... it's the over expansion of the AI. I think only expansionists AI should try to build cities everywhere to cover every single map tile. yeah for now the borders are mainly annoying for the players... When the AI decided to expand its civ it will do accordingly with an army of settlers. Or at least it will try. "WLTKD?" Wexu : yes, Iroquois did build forts... they build those a LOT less than in Civ2 tho =) We Love The King Day (WLTKD) guest: We love the king day I'd like to see more forts. Ah thanks Soren, I can mail you what I did to that poor city... but what it came down to was that it was close to his capital and far from mine, but I had tot take it ebcause of a resource. *** yeehaw has joined #Apolyton Soren: And I'm sorry, do the number of foreign nationals effect the chances of a resistance in the conquering period? WLTAID - We love the AI Day :P and colonies could be a little more effective. forts are generally of dubious value, so the AI doesn't emphasize them... *** Guest has joined #Apolyton *** sekong has joined #Apolyton There is a bug with the espionage... Whenever I try to plant a spy, the first time it always fails. I have tried it on numerous occasions with different civilizations. On one specific turn which I kept reloading to try new civs, I always got one fail, two successes (different civs only), another fail, and a success. It always happened in this order no matter which civs I chose to plant a spy with. What's up with that? *** Guest has quit IRC (Quit: Leaving) they will build them on choke-points. has anyone seen that yer? hmm.. what does 'dubious' mean? sorry my bad english. No- I haven't seen AI fortresses yet Karhgath: good point, on my last game on Earth I started in Australia and when I decided (a bit late OK, 1800s) to build a city on the European-Asia continent there was not a single spot available ! *** PyroDrew has joined #Apolyton Soren: I haven't seen the AI build a fort yet. Arrendek: I've had variable experience with planting spies Yeah! Why are spies so hard to plant? Soren : yup, irosuois built on on a choke point to protect against a French invasion.. was a pretty cool war =) wexu: in this case 'mediocre' *** jwestpfahl has joined #Apolyton yea more forts at borders, When workers have nothing to do build fortress. not everywere but at long lasting borders *** Babbet has joined #apolyton LoQtus, thanks! Can anyone confirm or deny Arrendeks spy bug? *** Zeitreisender has quit IRC (Quit: Leaving) *iroquois, not irosuois =) I can confirm it. Soren: I havn't seen them build forts on choke points as yet... deny. I planted speis on the first turn well, spies have a certain amount of diminishing returns. If you fail when you plant a spy, then you are less likely to be successful when you try to plant a spy again. This effect does wear off with time. I only have one other friend who owns the game and he always destroys the other civs before he makes it to espionage... ;) Congestion: I've had successes at the begining. i've had spies going through the first time I haven't seen any forts built at all either And ofcourse put some units in them. Maybe put offensive units in them so they don't run around all the time karhgath: shame on you, it's Iroquois, not irosuois ;) *** kolpo has joined #Apolyton *** Demonic2k|gone has quit IRC (Ping timeout) CyberGNU : what ? *** CygnusZ has quit IRC (Ping timeout) ok, just a couple more questions... I'm sure this has been answered before- but is there an ETA on when the patch for all the known bugs will be released? I don't think it's a "can't do it on first try" thing so much as a specific order thing TLG, the spies? I've had success the first attempt, in conflict with the sequence outlined before So what's the best way to go about planting spies? btw Soren, isnt it a bit unfair too loose all your units along with a captured city that converts back to the other civ? Regarding spying, you couldn't get James Bond into Germany. *** sekong has quit IRC (Read error: Connection reset by peer) soren: what's your favourite civ to play with? LoQtus : yeah, my fault *punches the damn keyboard* =) perhaps they should flee... What are the planned updates/features in the 1st patch? What issues will they address? (No promises of course) Are some Civs more resistant to spys? lol@karhgaht i think the AI should use ships more even on same continent to transfer troops.. Much more a suprise when the AI use ships to come in behind you So Soren... What aspect of the game are you and Firaxis most proud of...?? CyberGNU : were all resistors squelshed yet? is anyone else annoyed by the "artillery bombard failed" (or something like that) -text and pause for couple of seconds? when it fails I think nothing should happen. It just slows gameplay when there's much bombarding. Soren, please once more for all of us, will there be multiplayer support added? CyberGnu--why is it unrealistic? Mark: I'm not sure what the option is. If the city converts what else could happen to the units inside? However, cities are less likely to convert if there are military units garrisoned there. Spies end up being too weak anyways (unless you need enemy troop positions I guess) because democracy (which they always choose) is resistant to propaganda, which is the coolest spy trick gropper, they are working on it, there is nothing official to announce Kargath, yep. It was only size four when I was done bombarding it. I've lost 10 units in a 3 population city when it converted Maybe lose half and move half out of the city. Or reduce all units to 1 hp. Wexu" I like knowing that it failed - there are times when nothing happens, and the lack o' message annoys me more Puts a damper on your attack :) soren, some of them could escape from the city That's true...I never could figure out how the Zulus (who hate Democracy) choose that government type. Good luck all and good gaming. Can't the units just be kicked out like when a government asks you to remove your units from their territory? I gotta go wife just got home. *booh* Another issue : your governors should not decide whether or not they should build naval units. It is a choice that should be up to the player depending on what kind of exploration he likes (expanding on the continent, founding distant cities...) Culture Power is MUCH stronger than # of units in a city, from my experience perhaps, but that involves movement which makes a simple system much more complex *** Almostboughtit has quit IRC (Quit: Leaving) Let half the units escape with only 1 HP left. couldn't units be 'expelled' to nearest 'friendly' city if the town they're in converts? or something similar? CyberGNU : It's not 'unfair', but I was a little pissed when I lost 2 armies garnison in a french city =( Maybe having a 50% of surviving and poping out around the city, ala Partisans? *** Demonic2k|gone has joined #Apolyton Oh, and before an enemy civ had espionage, I tried to uncover an enemy spy and had a failure attempt, which suggested (in its wording) that they had a spy in my city. Soren_Johnson_Firaxis1, what's up with the bombards when sometimes it says "bombard fails" and sometimes NOTHING happens?? Is there any chance of a flag that disallows a certain type of government for specific civs ? (Would be great for future scenarios..) *** yeehaw has quit IRC (Quit: Leaving) Wexu: that's something we are looking at... Almost: Because cultural assimilation is supposed to eb the city joing a culture they admire, right? In this case the four remaining citizens killed ten infantry and six tanks, afer I just slaughtered all the defendors without taking a single casualty Biggest question: Soren, when will you be back to chat again? Any chance of getting a right click menu a la Alpha Centauri for worker or unit commands? I hate memorizing hotkeys Soren, once again thank you to you, and to the Firaxis team. This is really a great game, which needs some tuning, but which is as addictive as its predecessors. Bravo ! well, I had a great time, so hopefully soon. Thanks for all the questions, and I am very glad that people are having fun! Just imagine that you prepare an invasion, holding your troops (say 20 knights and 10 cannons) and that, suddently, the cities decides to join another civilization ! Prepare to be M-A-D ! Kargath, I think it is. If the city could't defend against my takeover, how could it all of a suden take it back? Yup, tons of fun =) thank you Soren! *** m_m_x has joined #Apolyton Thanx for coming! Happy Civing! Thanks! Many thanks Soren, perhaps another Firaxian would like to experience an Apolyton Chat :) Thanks Soren bye Soren, bye everybody Thanx, bye ! Thanks. Thanks! damn i missed it *** Guest83111 has quit IRC (Quit: Leaving) Bye Everyone! *** Dasaecor has quit IRC (Quit: Leaving) bye thanks for joining us Soren and for your good work on the AI Have to go.. Love the Game.. best game since civ2. :) But ofcourse i need We never did get an ETA on a patch, did we? *** Guest49155 has quit IRC (Read error: Connection reset by peer) Thanks Soren, bye. *** Soren_Johnson_Firaxis1 has quit IRC (Quit: Leaving)