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Building a Better Civ2 AI

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  • Building a Better Civ2 AI

    I've never seen a revised improved Civ2 AI to download.

    It sounds like many people have tweaked things to try to improve their games tho. Would anyone be interested in a joint effort to create an improved AI by tweaking game file, AI interests in advancements, etc.?

    At the very least I'm curious what tweaks & adjustments everyone feels has made their enemy AI better. Such as...

    1>Switching carrier slot with battleship/destroyer - did that work? What about altering other units to make the AI better?

    2>What government do you feel helps barbarians out the most (Civtweak allows you to change their government & give them gold)?

    3>Enemy AI interest in Monarchy is only a 5 (4 for military minds) tied with the alphabet, leadership, & ironworking. Monarchy is HUGE, I feel an 8 is more appropriate. Your thoughts?

    4>What other AI value changes for advancements (if any) have you done?

    5>There are some AI minds possible which are not available unless you tweak. Some are: 0,0,0 = 100% neutral; -1,-1,-1 = rational, perfectionist, militaristic; -1,1,1 = rational, expansionist, civilized; Has anyone played against these or others?

  • #2
    whoops - the Sioux are 100% neutral 0,0,0 - sure have hated playing against them!

    Making monarchy a higher AI priority will 'probably' not help - they won't use the damn thing! I frequently gift Monarchy and Republic to all and sundry only to find that they just love to stay as despots!



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    • #3
      Opps, you're right the Sioux are 0,0,0.

      In my tests (on Civ2:Gold Diety), giving monarchy to the enemy AI via cheat day 1, they do switch. But you're right they don't do it once they get it. I saw some wait up to 7 turns.

      Update - The AI currently irrigates plains & grass day 1. The AI ignores my new orders (waiting for Monarchy to irrigate) I make in the rules.txt terrain section. So altering the terrain intellegence seems limited.

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