If you eliminate a civ early in Civ3, they get restarted. Just like in Civ I and Civ II and SMAC.
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The AI Flat out cheats.
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"Mal nommer les choses, c'est accroître le malheur du monde" - Camus (thanks Davout)
"I thought you must be dead ..." he said simply. "So did I for a while," said Ford, "and then I decided I was a lemon for a couple of weeks. A kept myself amused all that time jumping in and out of a gin and tonic."
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In SMAC (and, iirc in Civ2) they restarted with half the technologies of the leading player and bonus units based on opposing army sizes. There was actually a strategy in SMAC of destroying your initial colony pod which would usually cause a restart with two colony pods.
I think that this is just fine - would you really want the restarted civ to be so far behind they don't have a chance?
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all this talk of AI cheating has reminded me of a game i played on a huge map where i sent some scouts out on top of mountains by my neighboring civs. i watched the AI, not once, but repeatedly build improvements INSTANTLY with NO workers. i mean i let my scout there, end my turn, and watch as the AI starts taking its turn, and all of a sudden a road and a mine will both appear in a tile by their city yet they have no workers there at all.Project Leader of Civiliza, an Alternative Civilization game based on Civ 2.
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On thing I found with the AI was that it always seems to be one or two techs ahead of me.
The reason for this seems to be the unbalanced trading the AI does. It will make even trades with other AI civs but with the human player, demands twice the amount of tech/gold/resorces.
Not only does this give the AI players a huge advantage.. it also ruins the "trading subgame".
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