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Yet another AI CHEAT - Technology

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  • #16
    One thing Ive heard no one comment on is the GUI - i just find it a lot easier to use than civ2 or ctp2 - along with the improved aesthetics.

    Firaxis has improved some parts of the AI but others could have been better. The AI consistenly uses sneaky strategies to annoy which have no real use when those units could have stopped my total invasion of thier nation. It does some odd things and people did expect more than ever from the AI. People feel cheated that they don't get the intelligence they thought was coming.

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    • #17
      CTP2 is a nice looking game but its unbalanced by the "army" principle (12 tanks = super weapon) and poor diplomacy

      achtungpanzer: this is totally true, and was a big defaults of all civs. And it's fixed in civ3, a game which is not perfect but far more fine than others (personnaly I dream of a mix between civ3 diplomacy and hard-conquering and ctp2 future techs and units I know, it's childish)

      Libertarian: True, I deserve it. (God, how did you know that I had reloaded just once to avoid the barbarian uprising??!!!)
      Oh... well... isn't this the place where I should write something funny and original?

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      • #18
        Ocean Going Galleys - Not a myth

        I have seen ocean going galleys in more than one post-patch game I have played. I had the Lighthouse, so that couldn't be their excuse. I had Navigation, they did not. However, since I will not be installing Civ3 on my new machine, I will not be able to get the screenshots to prove it. (Besides, I have no clue how to get screenshots or screen captures.) Perhaps someone else can provide the evidence necessary to prove the existance of the ocean going galley.
        "Our lives are frittered away by detail....simplify, simplify."

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        • #19
          Originally posted by achtungpanzer
          CTP2 is a nice looking game but its unbalanced by the "army" principle (12 tanks = super weapon) and poor diplomacy. Civ3 is much better (except for not being able to move units in stacks NOT fight as a stack) as the game is more baalnced. I like the corruption/culture flipping as within the bounds of a PC its the best way to model the real life difficulty of invading another nation and absorbing it into your own. Civ2 was very boring in that context.
          You are talking about Civ3.5 not Civ4. So you never tried DiploMod, you never played Cradle. Civ"3" used the obsolete Civ2 engine. For instance the 8bit 255 colors graphics. The obsolete city managment system every turn a popup message, for every building that is finished. Do this with 200 cities. Improving land is also such a weak point. You need to have 200 units just to improve all the tiles of your Civ well in an appropiate number of turns.

          Now lets go to the AI: You never played a game with mods, and I am only talking here about the modded version of CTP2: Mods achieved a lot of improvements in the game for instance Cradle in this mod the AI now focus on attacking enemy cities and not on defending its own cities. AI can be set so it can exploid the global sliders. If you do this you will get some time a question in the CTP2 forum if the AI is cheating. Unmodded it looked the way around, I was the most advanced Civ from the start and now there are a lot of other civs which will fill the space on the map very quickly which their cities.

          There are a lot of work arounds in CTP2 and it can also give you nice ideas for new features. To give goods food/production/commerce boni was such an idea. Now Goods can be pillaged like tile improvements in GoodMod. We just discovered how to make the AI terraforming its terrain. A new feature that I heard that this should be part of Civ3, was very quickly addapted to CTP2.

          So you can do a lot in CTP2 without the help of Activision, Firaxis...

          Originally posted by achtungpanzer
          The lack of ZOC's feels better as well as they have caused me more fights outside of cities - real armies tend to fight in the field!
          Yeah real armies tend to fight in the field so with ZOCs you have at first fight against the units in field, than you can conquer the city. And it is so easy to avoid possible problems by just removing one feature. However it increases AI performance.

          -Martin
          Civ2 military advisor: "No complaints, Sir!"

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          • #20
            Re: Yet another AI CHEAT - Technology

            Originally posted by Encomium

            Fourteen turns later, the English come to me, and GET THIS. . .try to SELL ME A TECH!!! They are now one tech AHEAD of me!!

            The English are an expansionist civ just like the Iroquois, so they have the same possibility of getting techs from goody huts as you did.

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            • #21
              Originally posted by dix2der
              We've noticed with a friend of mine that the others civs always attack the weaker spots of your empires - for example the last city where you haven't upgraded your two spearmen to pikemen. I know it's possible to do investigation, but not on all the cities.
              What's the difference between investigating one city or all of them? Once an embassy is established, it's a simple matter of knowing exactly which are the weakest cities. You can do the same thing yourself, if you want to part with some of your gold. Maybe that's why the other civs always seem to be low on funds, they're spending it on investigating cities.

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              • #22
                Ocean going galley and city management

                A galley can go through ocean. The problem is to finish the turn on a coastal square. I never saw such a cheat, but I don't know (it is definitely possible )

                In civ3, no need to manage 200 cities. Due to super corruption system, you just can't
                Oh... well... isn't this the place where I should write something funny and original?

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                • #23
                  Originally posted by Martin Gühmann

                  The obsolete city managment system every turn a popup message, for every building that is finished. Do this with 200 cities.
                  You can go to the preferences and turn this off.

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                  • #24
                    Willem: hum, interesting point. Difficult to be sure: the way the AI manage its empire is so different than a player's one (no corruption, tech advances in hardest modes) that I can't determine if it's logical - I mean, the parallelism low funds/high knowledge of enemy territory.

                    Bah, it MUST be that (I WANT TO BELIEVE)
                    Oh... well... isn't this the place where I should write something funny and original?

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                    • #25
                      Re: Yet another AI CHEAT - Technology

                      Originally posted by Encomium
                      Five civs. I am the Iroquois. Regent level.

                      I had changed in the Editor scout movement values to '4', and I managed to luckily get FOUR tech advances from the goody-huts.

                      I check some other civs early in the game and I am FOUR techs ahead of them, and with a lot more money, too. FOUR TECHS.

                      Fourteen turns later, the English come to me, and GET THIS. . .try to SELL ME A TECH!!! They are now one tech AHEAD of me!!

                      If all four civs worked together and spent every gold in their combined treasuries they couldn't have passed me. Never.

                      The AI GAVE THEM tech advances after seeing I was "too far" ahead.

                      This is the same AI that allows various other cheats, such as ocean-going galleys - why exploration is usually done by the time we get caravels.

                      Firaxis, IT STINKS.
                      It sounds to me like the AI traded techs during those fourteen turns to catch up with you. They are willing to trade them for anything of equal value: gold, maps, other techs, etc. Most likely, it was for other techs as when the game begins each civ gets two techs, at least one of which does not overlap with any other civ. Please note that as more civs acquire each tech, its value goes down, which makes the AI more willing to trade it, sort of a feedback effect (and this applies equally to the player as well as the AI... i.e. the same function is used to determine the value of a tech for both AI-to-AI trades and human-to-AI trades).

                      Galleys can sail safely in sea squares once Astronomy is discovered, and galleys can sail safely in ocean squares once either Navigation or Magnetism is discovered. This applies to the human as well as the AI.
                      - What's that?
                      - It's a cannon fuse.
                      - What's it for?
                      - It's for my cannon.

                      Comment


                      • #26
                        Re: Re: Yet another AI CHEAT - Technology

                        Originally posted by Soren Johnson Firaxis


                        It sounds to me like the AI traded techs during those fourteen turns to catch up with you. They are willing to trade them for anything of equal value: gold, maps, other techs, etc. Most likely, it was for other techs as when the game begins each civ gets two techs, at least one of which does not overlap with any other civ. Please note that as more civs acquire each tech, its value goes down, which makes the AI more willing to trade it, sort of a feedback effect (and this applies equally to the player as well as the AI... i.e. the same function is used to determine the value of a tech for both AI-to-AI trades and human-to-AI trades).

                        Galleys can sail safely in sea squares once Astronomy is discovered, and galleys can sail safely in ocean squares once either Navigation or Magnetism is discovered. This applies to the human as well as the AI.
                        A little off topic but I have a question for you Soren. Are some of the civs programmed to be harder to bargain with than others? It may be my imagination, but it seems to me that my dealings with Cleopatra tend to be somewhat harder than with other civs. Everytime I deal with her, she usually ends up driving a hard bargain.

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                        • #27
                          Re: Re: Re: Yet another AI CHEAT - Technology

                          Originally posted by Willem


                          A little off topic but I have a question for you Soren. Are some of the civs programmed to be harder to bargain with than others? It may be my imagination, but it seems to me that my dealings with Cleopatra tend to be somewhat harder than with other civs. Everytime I deal with her, she usually ends up driving a hard bargain.
                          Yes, they are (and thank you for noticing...) Some civs like to trade a lot, and others are much more guarded.
                          - What's that?
                          - It's a cannon fuse.
                          - What's it for?
                          - It's for my cannon.

                          Comment


                          • #28
                            Re: Re: Re: Re: Yet another AI CHEAT - Technology

                            Originally posted by Soren Johnson Firaxis


                            Yes, they are (and thank you for noticing...) Some civs like to trade a lot, and others are much more guarded.
                            You're welcome, and thanks for taking the time to answer my question.

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                            • #29
                              A very meaty response. I have criticized much about Firaxis and its Keystone-cop PR, but have always defended Soren and the AI. You can see why.
                              "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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                              • #30
                                "trader" and "guarded" civs

                                AH! Very interesting. That confirms a suspicion I had. It would be interesting to know for sure which civs are the "traders" and which aren't, but I can make some educated guesses.

                                On the subject of galleys in the ocean... well, I'm playing on Marla's world map right now, and I have updated AI world maps pretty much all the time (my territory map appears to be worth their world map plus some gold), and I didn't see any ocean exploration until navigation. I admit, however, that I sometimes get irritated at the AI's uncanny ability to find those offshore islands and colonize them before I can. Marla's map is the exception, because the human player knows the geography at the start.

                                -Arrian
                                grog want tank...Grog Want Tank... GROG WANT TANK!

                                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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